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synced 2025-04-02 14:51:40 +00:00
Some style fixes.
svn-id: r48272
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parent
2624b72513
commit
1242a4eb8c
@ -75,7 +75,7 @@ static const int v1MMNESLookup[25] = {
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0x17, 0x00, 0x01, 0x05, 0x16
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};
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const byte v0ActorTalkArray[0x19] = {
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static const byte v0ActorTalkArray[0x19] = {
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0x00, 0x06, 0x06, 0x06, 0x06,
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0x06, 0x06, 0x00, 0x46, 0x06,
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0x06, 0x06, 0x06, 0xFF, 0xFF,
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@ -1348,8 +1348,7 @@ int C64CostumeLoader::dirToDirStop(int oldDir) {
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}
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void C64CostumeLoader::actorSpeak(ActorC64 *a, int &cmd) {
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if ((v0ActorTalkArray[ a->_number ] & 0x80))
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if (v0ActorTalkArray[a->_number] & 0x80)
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return;
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if ((a->_speaking & 0x80))
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@ -1367,7 +1366,7 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
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// Enable/Disable speaking flag
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if (frame == a->_talkStartFrame) {
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if ((v0ActorTalkArray[ a->_number ] & 0x40))
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if (v0ActorTalkArray[a->_number] & 0x40)
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return;
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A->_speaking = 1;
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@ -1419,7 +1418,7 @@ byte C64CostumeLoader::increaseAnims(Actor *a) {
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// Is this the correct location?
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// 0x073C
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if ((v0ActorTalkArray[ a->_number ] & 0x3F))
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if (v0ActorTalkArray[a->_number] & 0x3F)
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a->_cost.soundPos = (a->_cost.soundPos + 1) % 3;
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}
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@ -636,8 +636,7 @@ void ScummEngine_v0::o_loadRoomWithEgo() {
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a = derefActor(VAR(VAR_EGO), "o_loadRoomWithEgo");
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//0x634F
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if ((((ActorC64*) a)->_miscflags & 0x40)) {
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if (((ActorC64 *)a)->_miscflags & 0x40) {
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// TODO: Check if this is the correct function
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// to be calling here
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stopObjectCode();
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@ -690,7 +690,6 @@ void ScummEngine_v0::runObject(int obj, int entry) {
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// (which is not really the what-is script, as this verb never actually executes
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// it merely seems to be some type of fallback)
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if (getVerbEntrypoint(obj, 0x0F) != 0) {
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entry = 0x0F;
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}
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}
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@ -728,7 +727,7 @@ void ScummEngine_v2::runObject(int obj, int entry) {
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bool ScummEngine_v0::verbMoveToActor(int actor) {
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Actor *a = derefActor(VAR(VAR_EGO), "verbMoveToActor");
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Actor *a2 =derefActor(actor, "verbMoveToActor");
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Actor *a2 = derefActor(actor, "verbMoveToActor");
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int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y);
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if (!a->_moving && dist > 4) {
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@ -812,7 +811,7 @@ bool ScummEngine_v0::verbObtain(int obj, int objIndex) {
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// Ignore verbs?
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Actor *a = derefActor(VAR(VAR_EGO), "verbObtain");
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if ((((ActorC64*) a)->_miscflags & 0x40)) {
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if (((ActorC64 *)a)->_miscflags & 0x40) {
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resetSentence(false);
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return false;
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}
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@ -825,7 +824,7 @@ bool ScummEngine_v0::verbObtain(int obj, int objIndex) {
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if (_activeVerb != 13 && _activeVerb != 14) {
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_v0ObjectInInventory = true;
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if (whereIsObject( obj ) == WIO_INVENTORY)
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if (whereIsObject(obj) == WIO_INVENTORY)
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_activeInventory = obj;
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else
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resetSentence();
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@ -904,7 +903,7 @@ bool ScummEngine_v0::verbExec() {
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if (verbMoveToActor(_activeActor)) {
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// Ignore verbs?
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Actor *a = derefActor(VAR(VAR_EGO), "verbExec");
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if ((((ActorC64*) a)->_miscflags & 0x40)) {
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if (((ActorC64 *)a)->_miscflags & 0x40) {
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resetSentence(false);
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return false;
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}
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@ -1075,9 +1074,9 @@ void ScummEngine_v0::checkExecVerbs() {
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// Did we just change the selected inventory item?
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if (prevInventory && prevInventory != _activeInventory && _activeInventory != _activeObject2) {
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_v0ObjectInInventory = true;
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int prep = verbPrep( _activeInventory );
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int prep = verbPrep(_activeInventory);
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_v0ObjectInInventory = true;
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int prep2 = verbPrep( prevInventory );
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int prep2 = verbPrep(prevInventory);
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// Should the new inventory object remain as the secondary selected object
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// Or should the new inventory object become primary?
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@ -1128,7 +1127,7 @@ void ScummEngine_v0::checkExecVerbs() {
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if (_currentMode == 2 || _currentMode == 0)
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return;
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if (!(((ActorC64*) a)->_miscflags & 0x80)) {
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if (!(((ActorC64 *)a)->_miscflags & 0x80)) {
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if (_activeVerb != 7) {
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_activeVerb = over;
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over = 0;
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@ -1157,7 +1156,7 @@ void ScummEngine_v0::checkExecVerbs() {
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if (zone->number == kMainVirtScreen) {
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// Ignore verbs?
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if ((((ActorC64*) a)->_miscflags & 0x40)) {
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if (((ActorC64 *)a)->_miscflags & 0x40) {
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resetSentence(false);
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return;
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}
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