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author | Eugene Sandulenko | 2005-01-23 21:55:13 +0000 |
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committer | Eugene Sandulenko | 2005-01-23 21:55:13 +0000 |
commit | 212306044dbdb72ddb1b9381ef8a796b0aa93666 (patch) | |
tree | 5169aacb4c8a221d57361585b3c140772ec9a24d /saga | |
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
Diffstat (limited to 'saga')
-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(); |