Some style fixes.

svn-id: r48272
This commit is contained in:
Johannes Schickel 2010-03-16 14:34:25 +00:00
parent 2624b72513
commit 1242a4eb8c
3 changed files with 13 additions and 16 deletions

View File

@ -75,7 +75,7 @@ static const int v1MMNESLookup[25] = {
0x17, 0x00, 0x01, 0x05, 0x16
};
const byte v0ActorTalkArray[0x19] = {
static const byte v0ActorTalkArray[0x19] = {
0x00, 0x06, 0x06, 0x06, 0x06,
0x06, 0x06, 0x00, 0x46, 0x06,
0x06, 0x06, 0x06, 0xFF, 0xFF,
@ -1348,8 +1348,7 @@ int C64CostumeLoader::dirToDirStop(int oldDir) {
}
void C64CostumeLoader::actorSpeak(ActorC64 *a, int &cmd) {
if ((v0ActorTalkArray[ a->_number ] & 0x80))
if (v0ActorTalkArray[a->_number] & 0x80)
return;
if ((a->_speaking & 0x80))
@ -1367,7 +1366,7 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
// Enable/Disable speaking flag
if (frame == a->_talkStartFrame) {
if ((v0ActorTalkArray[ a->_number ] & 0x40))
if (v0ActorTalkArray[a->_number] & 0x40)
return;
A->_speaking = 1;
@ -1419,7 +1418,7 @@ byte C64CostumeLoader::increaseAnims(Actor *a) {
// Is this the correct location?
// 0x073C
if ((v0ActorTalkArray[ a->_number ] & 0x3F))
if (v0ActorTalkArray[a->_number] & 0x3F)
a->_cost.soundPos = (a->_cost.soundPos + 1) % 3;
}

View File

@ -636,8 +636,7 @@ void ScummEngine_v0::o_loadRoomWithEgo() {
a = derefActor(VAR(VAR_EGO), "o_loadRoomWithEgo");
//0x634F
if ((((ActorC64*) a)->_miscflags & 0x40)) {
if (((ActorC64 *)a)->_miscflags & 0x40) {
// TODO: Check if this is the correct function
// to be calling here
stopObjectCode();

View File

@ -690,7 +690,6 @@ void ScummEngine_v0::runObject(int obj, int entry) {
// (which is not really the what-is script, as this verb never actually executes
// it merely seems to be some type of fallback)
if (getVerbEntrypoint(obj, 0x0F) != 0) {
entry = 0x0F;
}
}
@ -728,7 +727,7 @@ void ScummEngine_v2::runObject(int obj, int entry) {
bool ScummEngine_v0::verbMoveToActor(int actor) {
Actor *a = derefActor(VAR(VAR_EGO), "verbMoveToActor");
Actor *a2 =derefActor(actor, "verbMoveToActor");
Actor *a2 = derefActor(actor, "verbMoveToActor");
int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y);
if (!a->_moving && dist > 4) {
@ -812,7 +811,7 @@ bool ScummEngine_v0::verbObtain(int obj, int objIndex) {
// Ignore verbs?
Actor *a = derefActor(VAR(VAR_EGO), "verbObtain");
if ((((ActorC64*) a)->_miscflags & 0x40)) {
if (((ActorC64 *)a)->_miscflags & 0x40) {
resetSentence(false);
return false;
}
@ -825,7 +824,7 @@ bool ScummEngine_v0::verbObtain(int obj, int objIndex) {
if (_activeVerb != 13 && _activeVerb != 14) {
_v0ObjectInInventory = true;
if (whereIsObject( obj ) == WIO_INVENTORY)
if (whereIsObject(obj) == WIO_INVENTORY)
_activeInventory = obj;
else
resetSentence();
@ -904,7 +903,7 @@ bool ScummEngine_v0::verbExec() {
if (verbMoveToActor(_activeActor)) {
// Ignore verbs?
Actor *a = derefActor(VAR(VAR_EGO), "verbExec");
if ((((ActorC64*) a)->_miscflags & 0x40)) {
if (((ActorC64 *)a)->_miscflags & 0x40) {
resetSentence(false);
return false;
}
@ -1075,9 +1074,9 @@ void ScummEngine_v0::checkExecVerbs() {
// Did we just change the selected inventory item?
if (prevInventory && prevInventory != _activeInventory && _activeInventory != _activeObject2) {
_v0ObjectInInventory = true;
int prep = verbPrep( _activeInventory );
int prep = verbPrep(_activeInventory);
_v0ObjectInInventory = true;
int prep2 = verbPrep( prevInventory );
int prep2 = verbPrep(prevInventory);
// Should the new inventory object remain as the secondary selected object
// Or should the new inventory object become primary?
@ -1128,7 +1127,7 @@ void ScummEngine_v0::checkExecVerbs() {
if (_currentMode == 2 || _currentMode == 0)
return;
if (!(((ActorC64*) a)->_miscflags & 0x80)) {
if (!(((ActorC64 *)a)->_miscflags & 0x80)) {
if (_activeVerb != 7) {
_activeVerb = over;
over = 0;
@ -1157,7 +1156,7 @@ void ScummEngine_v0::checkExecVerbs() {
if (zone->number == kMainVirtScreen) {
// Ignore verbs?
if ((((ActorC64*) a)->_miscflags & 0x40)) {
if (((ActorC64 *)a)->_miscflags & 0x40) {
resetSentence(false);
return;
}