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authorMax Horn2009-09-30 16:16:53 +0000
committerMax Horn2009-09-30 16:16:53 +0000
commit8ba75fc522f16844524dd4d6f88c3851e2402969 (patch)
treedf25c20389e3e706d508f37914dedc73c6479f00 /engines/draci
parent25dde91c7c6c7da52636e3daa34bd9eee5d9dcb9 (diff)
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Fix code formatting (esp. 'if(' -> 'if (' etc., but also indention and other things)
svn-id: r44495
Diffstat (limited to 'engines/draci')
-rw-r--r--engines/draci/game.cpp6
-rw-r--r--engines/draci/script.cpp4
2 files changed, 5 insertions, 5 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index b148852892..df723dbbba 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -299,7 +299,7 @@ void Game::loop() {
}
}
- if(_vm->_mouse->isCursorOn()) {
+ if (_vm->_mouse->isCursorOn()) {
// Fetch the dedicated objects' title animation / current frame
Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
Text *title = reinterpret_cast<Text *>(titleAnim->getFrame());
@@ -787,7 +787,7 @@ void Game::dialogueMenu(int dialogueID) {
_dialogueBegin = false;
oldLines = _dialogueLinesNum;
- } while(!_dialogueExit);
+ } while (!_dialogueExit);
dialogueDone();
_currentDialogue = kNoDialogue;
@@ -1562,7 +1562,7 @@ Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Re
// such resizing step, it checks some select points on the ellipse for walkability.
// It also does the same check for the ellipse perpendicular to it (rotated by 90 degrees).
- while(1) {
+ while (1) {
// The default major radius
radius += _deltaX;
diff --git a/engines/draci/script.cpp b/engines/draci/script.cpp
index 7cf5ef50a1..aec95241e0 100644
--- a/engines/draci/script.cpp
+++ b/engines/draci/script.cpp
@@ -369,7 +369,7 @@ void Script::load(Common::Queue<int> &params) {
GameObject *obj = _vm->_game->getObject(objID);
// If the animation is already loaded, return
- for(i = 0; i < obj->_anims.size(); ++i) {
+ for (i = 0; i < obj->_anims.size(); ++i) {
if (obj->_anims[i] == animID) {
return;
}
@@ -384,7 +384,7 @@ void Script::load(Common::Queue<int> &params) {
// Care must be taken to store them sorted (increasing order) as some things
// depend on this.
- for(i = 0; i < obj->_anims.size(); ++i) {
+ for (i = 0; i < obj->_anims.size(); ++i) {
if (obj->_anims[i] > animID) {
break;
}