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authorEugene Sandulenko2005-01-23 21:55:13 +0000
committerEugene Sandulenko2005-01-23 21:55:13 +0000
commit212306044dbdb72ddb1b9381ef8a796b0aa93666 (patch)
tree5169aacb4c8a221d57361585b3c140772ec9a24d /saga/actor.cpp
parent86dc6a3d850275de1635bc01243ec7fba3370b47 (diff)
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Picky indentation. Main reason is to make version 1.100 :P.
svn-id: r16626
Diffstat (limited to 'saga/actor.cpp')
-rw-r--r--saga/actor.cpp34
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();