SCUMM: match style-guide, add missing spaces between some "if ()", "for ()"

This commit is contained in:
Tobias Gunkel 2012-02-06 08:06:48 +01:00
parent ef56bd6de2
commit 0aabf95cb8
3 changed files with 35 additions and 35 deletions

View file

@ -184,7 +184,7 @@ void Actor_v0::initActor(int mode) {
_speaking = 0;
_animFrameRepeat = 0;
for(int i = 0; i < 8; ++i) {
for (int i = 0; i < 8; ++i) {
_limbFrameRepeatNew[i] = 0;
_limbFrameRepeat[i] = 0;
_limb_flipped[i] = false;
@ -250,7 +250,7 @@ void Actor::stopActorMoving() {
_vm->stopScript(_walkScript);
_moving = 0;
if(_vm->_game.version == 0)
if (_vm->_game.version == 0)
((Actor_v0 *)this)->setDirection(_facing);
}
@ -339,7 +339,7 @@ int Actor::actorWalkStep() {
int distX, distY;
int nextFacing;
if(_vm->_game.version == 0)
if (_vm->_game.version == 0)
((Actor_v0 *)this)->_animFrameRepeat = -1;
_needRedraw = true;
@ -352,7 +352,7 @@ int Actor::actorWalkStep() {
_moving |= MF_IN_LEG;
// V0: Don't move during the turn
if(_vm->_game.version == 0)
if (_vm->_game.version == 0)
return 0;
}
@ -389,7 +389,7 @@ int Actor::actorWalkStep() {
return 0;
}
if(_vm->_game.version == 0)
if (_vm->_game.version == 0)
((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
return 1;
@ -1000,7 +1000,7 @@ void Actor_v0::setDirection(int direction) {
_animFrameRepeat = -1;
animateActor(res);
if(_moving)
if (_moving)
animateCostume();
}
@ -1090,7 +1090,7 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
}
// V0 always sets the actor to face the camera upon entering a room
if(_vm->_game.version == 0)
if (_vm->_game.version == 0)
setDirection(oldDirToNewDir(2));
}
@ -1194,7 +1194,7 @@ static int checkXYInBoxBounds(int boxnum, int x, int y, int &destX, int &destY)
int yDist = ABS(y - destY) / 4;
int dist;
if(g_scumm->_game.version == 0)
if (g_scumm->_game.version == 0)
xDist *= 2;
if (xDist < yDist)
@ -1416,7 +1416,7 @@ void Actor::showActor() {
a->_costCommand = a->_costCommandNew = 0xFF;
for(int i = 0; i < 8; ++i) {
for (int i = 0; i < 8; ++i) {
a->_limbFrameRepeat[i] = 0;
a->_limbFrameRepeatNew[i] = 0;
}
@ -1967,7 +1967,7 @@ void Actor_v0::startAnimActor(int f) {
return;
}
if(f == _standFrame)
if (f == _standFrame)
setDirection(_facing);
}
@ -2886,19 +2886,19 @@ void Actor_v0::animateActor(int anim) {
break;
}
if(isInCurrentRoom()) {
if (isInCurrentRoom()) {
_costCommandNew = anim;
_vm->_costumeLoader->costumeDecodeData(this, 0, 0);
if(dir == -1)
if (dir == -1)
return;
_facing = normalizeAngle(oldDirToNewDir(dir));
} else {
if(anim > 4 && anim <= 7)
if (anim > 4 && anim <= 7)
_facing = normalizeAngle(oldDirToNewDir(dir));
}
}

View file

@ -1190,7 +1190,7 @@ byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) {
}
// Invalid current position?
if(a->_cost.curpos[limb] == 0xFFFF)
if (a->_cost.curpos[limb] == 0xFFFF)
return 0;
_loaded.loadCostume(a->_costume);
@ -1285,13 +1285,13 @@ void V0CostumeLoader::loadCostume(int id) {
void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
Actor_v0 *A = (Actor_v0 *)a;
if(!a->_costume)
if (!a->_costume)
return;
loadCostume(a->_costume);
// Invalid costume command?
if(A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
if (A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
return;
A->_costCommand = A->_costCommandNew;
@ -1308,16 +1308,16 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
limbFrameNumber = ((_animCmds + cmd)[limb]);
// Is this limb flipped?
if(limbFrameNumber & 0x80) {
if (limbFrameNumber & 0x80) {
// Invalid frame?
if(limbFrameNumber == 0xFF)
if (limbFrameNumber == 0xFF)
continue;
// Store the limb frame number (clear the flipped status)
a->_cost.frame[limb] = (limbFrameNumber & 0x7f);
if(A->_limb_flipped[limb] != true)
if (A->_limb_flipped[limb] != true)
a->_cost.start[limb] = 0xFFFF;
A->_limb_flipped[limb] = true;
@ -1326,7 +1326,7 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
//Store the limb frame number
a->_cost.frame[limb] = limbFrameNumber;
if(A->_limb_flipped[limb] != false)
if (A->_limb_flipped[limb] != false)
a->_cost.start[limb] = 0xFFFF;
A->_limb_flipped[limb] = false;
@ -1349,7 +1349,7 @@ byte V0CostumeLoader::increaseAnims(Actor *a) {
int i;
byte r = 0;
for(i = 0; i != 8; i++) {
for (i = 0; i != 8; i++) {
A->limbFrameCheck(i);
r += increaseAnim(a, i);
}
@ -1369,7 +1369,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
if (frame == 0xFF) {
// Repeat timer has reached 0?
if(A->_limbFrameRepeat[limb] == 0) {
if (A->_limbFrameRepeat[limb] == 0) {
// Use the previous frame
--A->_cost.curpos[limb];
@ -1385,7 +1385,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
} else {
// Repeat timer enabled?
if(A->_limbFrameRepeat[limb] != -1)
if (A->_limbFrameRepeat[limb] != -1)
--A->_limbFrameRepeat[limb];
// No, restart at frame 0
@ -1394,7 +1394,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
}
// Limb frame has changed?
if(limbPrevious == a->_cost.curpos[limb])
if (limbPrevious == a->_cost.curpos[limb])
return 0;
return 1;

View file

@ -269,13 +269,13 @@ void PSG_HuC6280::init() {
reset();
// Make waveform frequency table
for(i = 0; i < 4096; i++) {
for (i = 0; i < 4096; i++) {
step = ((_clock / _rate) * 4096) / (i+1);
_waveFreqTable[(1 + i) & 0xFFF] = (uint32)step;
}
// Make noise frequency table
for(i = 0; i < 32; i++) {
for (i = 0; i < 32; i++) {
step = ((_clock / _rate) * 32) / (i+1);
_noiseFreqTable[i] = (uint32)step;
}
@ -283,7 +283,7 @@ void PSG_HuC6280::init() {
// Make volume table
// PSG_HuC6280 has 48dB volume range spread over 32 steps
step = 48.0 / 32.0;
for(i = 0; i < 31; i++) {
for (i = 0; i < 31; i++) {
_volumeTable[i] = (uint16)level;
level /= pow(10.0, step / 20.0);
}
@ -323,7 +323,7 @@ void PSG_HuC6280::write(int offset, byte data) {
case 0x04: // Channel control (key-on, DDA mode, volume)
// 1-to-0 transition of DDA bit resets waveform index
if((chan->control & 0x40) && ((data & 0x40) == 0)) {
if ((chan->control & 0x40) && ((data & 0x40) == 0)) {
chan->index = 0;
}
chan->control = data;
@ -383,9 +383,9 @@ void PSG_HuC6280::update(int16* samples, int sampleCnt) {
// Clear buffer
memset(samples, 0, 2 * sampleCnt * sizeof(int16));
for(ch = 0; ch < 6; ch++) {
for (ch = 0; ch < 6; ch++) {
// Only look at enabled channels
if(_channel[ch].control & 0x80) {
if (_channel[ch].control & 0x80) {
int lal = (_channel[ch].balance >> 4) & 0x0F;
int ral = (_channel[ch].balance >> 0) & 0x0F;
int al = _channel[ch].control & 0x1F;
@ -395,25 +395,25 @@ void PSG_HuC6280::update(int16* samples, int sampleCnt) {
// Calculate volume just as the patent says
vll = (0x1F - lal) + (0x1F - al) + (0x1F - lmal);
if(vll > 0x1F) vll = 0x1F;
if (vll > 0x1F) vll = 0x1F;
vlr = (0x1F - ral) + (0x1F - al) + (0x1F - rmal);
if(vlr > 0x1F) vlr = 0x1F;
if (vlr > 0x1F) vlr = 0x1F;
vll = _volumeTable[vll];
vlr = _volumeTable[vlr];
// Check channel mode
if(_channel[ch].control & 0x40) {
if (_channel[ch].control & 0x40) {
/* DDA mode */
for(i = 0; i < sampleCnt; i++) {
for (i = 0; i < sampleCnt; i++) {
samples[2*i] += (int16)(vll * (_channel[ch].dda - 16));
samples[2*i + 1] += (int16)(vlr * (_channel[ch].dda - 16));
}
} else {
/* Waveform mode */
uint32 step = _waveFreqTable[_channel[ch].frequency];
for(i = 0; i < sampleCnt; i += 1) {
for (i = 0; i < sampleCnt; i += 1) {
int offset;
int16 data;
offset = (_channel[ch].counter >> 12) & 0x1F;