AGI: Fix formatting.
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup
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9ad3712aa3
commit
6778175f6d
56 changed files with 1711 additions and 1689 deletions
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@ -63,7 +63,7 @@
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namespace Agi {
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static const uint32 AGIflag = MKTAG('A','G','I',':');
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static const uint32 AGIflag = MKTAG('A', 'G', 'I', ':');
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int AgiEngine::saveGame(const Common::String &fileName, const Common::String &descriptionString) {
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char gameIDstring[8] = "gameIDX";
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@ -365,7 +365,7 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
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debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Description is: %s", description);
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saveVersion = in->readByte();
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if (saveVersion < 2) // is the save game pre-ScummVM?
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if (saveVersion < 2) // is the save game pre-ScummVM?
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warning("Old save game version (%d, current version is %d). Will try and read anyway, but don't be surprised if bad things happen", saveVersion, SAVEGAME_CURRENT_VERSION);
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if (saveVersion < 3)
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@ -378,7 +378,7 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
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// We don't need the thumbnail here, so just read it and discard it
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Graphics::skipThumbnail(*in);
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in->readUint32BE(); // save date
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in->readUint32BE(); // save date
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in->readUint16BE(); // save time
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if (saveVersion >= 6) {
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uint32 playTime = in->readUint32BE();
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@ -654,9 +654,9 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
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if (!(_game.dirView[screenObj->currentViewNr].flags & RES_LOADED))
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agiLoadResource(RESOURCETYPE_VIEW, screenObj->currentViewNr);
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setView(screenObj, screenObj->currentViewNr); // Fix v->view_data
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setLoop(screenObj, screenObj->currentLoopNr); // Fix v->loop_data
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setCel(screenObj, screenObj->currentCelNr); // Fix v->cel_data
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setView(screenObj, screenObj->currentViewNr); // Fix v->view_data
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setLoop(screenObj, screenObj->currentLoopNr); // Fix v->loop_data
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setCel(screenObj, screenObj->currentCelNr); // Fix v->cel_data
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}
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_sprites->eraseSprites();
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@ -671,7 +671,7 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
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for (i = 0; i < 7; i++)
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parm[i] = in->readSint16BE();
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replayImageStackCall(t, parm[0], parm[1], parm[2],
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parm[3], parm[4], parm[5], parm[6]);
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parm[3], parm[4], parm[5], parm[6]);
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}
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// Load AGIPAL Data
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@ -963,7 +963,7 @@ bool AgiEngine::saveGameDialog() {
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void AgiEngine::recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
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int16 p4, int16 p5, int16 p6, int16 p7) {
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int16 p4, int16 p5, int16 p6, int16 p7) {
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ImageStackElement pnew;
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pnew.type = type;
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@ -980,7 +980,7 @@ void AgiEngine::recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
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}
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void AgiEngine::replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
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int16 p4, int16 p5, int16 p6, int16 p7) {
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int16 p4, int16 p5, int16 p6, int16 p7) {
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switch (type) {
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case ADD_PIC:
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debugC(8, kDebugLevelMain, "--- decoding picture %d ---", p1);
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@ -1009,7 +1009,7 @@ void AgiEngine::checkQuickLoad() {
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_sprites->eraseSprites();
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_sound->stopSound();
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if (loadGame(saveNameBuffer, false) == errOK) { // Do not check game id
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if (loadGame(saveNameBuffer, false) == errOK) { // Do not check game id
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_game.exitAllLogics = true;
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_menu->itemEnableAll();
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}
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