From 281c19ab036f387a99192594aa645e696009f40b Mon Sep 17 00:00:00 2001 From: Eugene Sandulenko Date: Mon, 3 Oct 2016 12:38:43 +0200 Subject: BLADERUNNER: Code formatting fixes --- engines/bladerunner/actor_walk.cpp | 69 ++++++++++++-------------------------- 1 file changed, 22 insertions(+), 47 deletions(-) (limited to 'engines/bladerunner/actor_walk.cpp') diff --git a/engines/bladerunner/actor_walk.cpp b/engines/bladerunner/actor_walk.cpp index 5b237362c9..ed55bd0277 100644 --- a/engines/bladerunner/actor_walk.cpp +++ b/engines/bladerunner/actor_walk.cpp @@ -46,28 +46,23 @@ ActorWalk::ActorWalk(BladeRunnerEngine *vm) { ActorWalk::~ActorWalk() { } -int ActorWalk::setup(int actorId, int run, Vector3 from, Vector3 to, int unk1, int *unk2) -{ +int ActorWalk::setup(int actorId, int run, Vector3 from, Vector3 to, int unk1, int *unk2) { Vector3 next; *unk2 = 0; int r = nextOnPath(actorId, from, to, &next); if (r == 0) { - if (actorId != 0) - { + if (actorId != 0) { _current = from; _destination = to; stop(actorId, false); - } - else - { + } else { stop(actorId, true); } return 0; } - if (r == -1) - { + if (r == -1) { stop(actorId, true); *unk2 = 1; return 0; @@ -77,18 +72,14 @@ int ActorWalk::setup(int actorId, int run, Vector3 from, Vector3 to, int unk1, i // TODO: Update screen index // Set actor field e8 - if (_running) - { + if (_running) { run = true; } int animationMode; - if (_vm->_actors[actorId]->inCombat()) - { + if (_vm->_actors[actorId]->inCombat()) { animationMode = run ? 8 : 7; - } - else - { + } else { animationMode = run ? 2 : 1; } @@ -98,8 +89,7 @@ int ActorWalk::setup(int actorId, int run, Vector3 from, Vector3 to, int unk1, i _current = from; _next = next; - if (next.x != _current.x || next.z != _current.z) - { + if (next.x != _current.x || next.z != _current.z) { _facing = angle_1024(_current, next); _walking = true; _running = run; @@ -112,26 +102,21 @@ int ActorWalk::setup(int actorId, int run, Vector3 from, Vector3 to, int unk1, i return 0; } -bool ActorWalk::tick(int actorId, float stepDistance, bool flag) -{ - if (_status == 5) - { - if (flag) - { +bool ActorWalk::tick(int actorId, float stepDistance, bool flag) { + if (_status == 5) { + if (flag) { stop(actorId, true); return true; } - if (actorId != 0 && _vm->_rnd.getRandomNumberRng(1, 15) != 1) - { + if (actorId != 0 && _vm->_rnd.getRandomNumberRng(1, 15) != 1) { return false; } _status = 3; } // TODO: Handle collisions? - if (stepDistance > distance(_current, _destination)) - { + if (stepDistance > distance(_current, _destination)) { stop(actorId, true); _current = _destination; // TODO: Update y from walkbox @@ -149,14 +134,12 @@ bool ActorWalk::tick(int actorId, float stepDistance, bool flag) return false; } -void ActorWalk::getCurrentPosition(int actorId, Vector3 *pos, int *facing) -{ +void ActorWalk::getCurrentPosition(int actorId, Vector3 *pos, int *facing) { *pos = _current; *facing = _facing; } -void ActorWalk::setRunning() -{ +void ActorWalk::setRunning() { _running = true; // TODO: Set animation mode } @@ -182,10 +165,8 @@ void ActorWalk::stop(int actorId, bool unknown, int animationMode, int notused) } } -int ActorWalk::nextOnPath(int actorId, Vector3 from, Vector3 to, Vector3 *next) -{ - if (distance(from, to) < 6.0) - { +int ActorWalk::nextOnPath(int actorId, Vector3 from, Vector3 to, Vector3 *next) { + if (distance(from, to) < 6.0) { return -1; } @@ -197,25 +178,20 @@ int ActorWalk::nextOnPath(int actorId, Vector3 from, Vector3 to, Vector3 *next) error("TODO!"); } -static -int angle_1024(float x1, float z1, float x2, float z2) -{ +static int angle_1024(float x1, float z1, float x2, float z2) { float angle_rad = atan2(x2 - x1, z1 - z2); int a = int(512.0 * angle_rad / M_PI); return (a + 1024) % 1024; } -static -int angle_1024(Vector3 &v1, Vector3 &v2) -{ +static int angle_1024(Vector3 &v1, Vector3 &v2) { return angle_1024(v1.x, v1.z, v2.x, v2.z); } -float distance(float x1, float z1, float x2, float z2) -{ +float distance(float x1, float z1, float x2, float z2) { float dx = x1 - x2; float dz = z1 - z2; - float d = sqrt(dx*dx + dz*dz); + float d = sqrt(dx * dx + dz * dz); float int_part = (int)d; float frac_part = d - int_part; @@ -226,8 +202,7 @@ float distance(float x1, float z1, float x2, float z2) return int_part + frac_part; } -float distance(Vector3 &v1, Vector3 &v2) -{ +float distance(Vector3 &v1, Vector3 &v2) { return distance(v1.x, v1.z, v2.x, v2.z); } -- cgit v1.2.3