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author | Max Horn | 2002-07-07 20:25:23 +0000 |
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committer | Max Horn | 2002-07-07 20:25:23 +0000 |
commit | ad4809459d079b0e8ce8855b0f8965c6afed7542 (patch) | |
tree | 9c8231d9a852cefedd13707290b2db987500851b /costume.cpp | |
parent | 1ac4b2ccaa23bf021397914405b2b03717ffd645 (diff) | |
download | scummvm-rg350-ad4809459d079b0e8ce8855b0f8965c6afed7542.tar.gz scummvm-rg350-ad4809459d079b0e8ce8855b0f8965c6afed7542.tar.bz2 scummvm-rg350-ad4809459d079b0e8ce8855b0f8965c6afed7542.zip |
indent run
svn-id: r4480
Diffstat (limited to 'costume.cpp')
-rw-r--r-- | costume.cpp | 99 |
1 files changed, 47 insertions, 52 deletions
diff --git a/costume.cpp b/costume.cpp index ac6c43737e..92188a1955 100644 --- a/costume.cpp +++ b/costume.cpp @@ -74,7 +74,7 @@ const byte cost_scaleTable[256] = { 238, 30, 158, 94, 222, 62, 190, 126, 254 }; -byte CostumeRenderer::mainRoutine(Actor * a, int slot, int frame) +byte CostumeRenderer::mainRoutine(Actor *a, int slot, int frame) { int xmove, ymove, i, b, s; uint scal; @@ -94,10 +94,10 @@ byte CostumeRenderer::mainRoutine(Actor * a, int slot, int frame) _width = _width2; _height2 = _srcptr[2]; _height = _height2; - xmove = (int16) READ_LE_UINT16(_srcptr + 4) + _xmove; - ymove = (int16) READ_LE_UINT16(_srcptr + 6) + _ymove; - _xmove += (int16) READ_LE_UINT16(_srcptr + 8); - _ymove -= (int16) READ_LE_UINT16(_srcptr + 10); + xmove = (int16)READ_LE_UINT16(_srcptr + 4) + _xmove; + ymove = (int16)READ_LE_UINT16(_srcptr + 6) + _ymove; + _xmove += (int16)READ_LE_UINT16(_srcptr + 8); + _ymove -= (int16)READ_LE_UINT16(_srcptr + 10); _srcptr += 12; switch (_loaded._ptr[7] & 0x7F) { @@ -108,8 +108,7 @@ byte CostumeRenderer::mainRoutine(Actor * a, int slot, int frame) _srcptr += 2; if (ex1 != 0xFF || ex2 != 0xFF) { ex1 = READ_LE_UINT16(_loaded._ptr + _loaded._numColors + 10 + ex1 * 2); - _srcptr = - _loaded._ptr + READ_LE_UINT16(_loaded._ptr + ex1 + ex2 * 2) + 14; + _srcptr = _loaded._ptr + READ_LE_UINT16(_loaded._ptr + ex1 + ex2 * 2) + 14; } } @@ -274,10 +273,8 @@ byte CostumeRenderer::mainRoutine(Actor * a, int slot, int frame) CHECK_HEAP return 2; } - _bgbak_ptr = - _vm->getResourceAddress(rtBuffer,5) + _vm->virtscr[0].xstart + _ypos * 320 + _xpos; - _backbuff_ptr = - _vm->virtscr[0].screenPtr + _vm->virtscr[0].xstart + _ypos * 320 + _xpos; + _bgbak_ptr = _vm->getResourceAddress(rtBuffer, 5) + _vm->virtscr[0].xstart + _ypos * 320 + _xpos; + _backbuff_ptr = _vm->virtscr[0].screenPtr + _vm->virtscr[0].xstart + _ypos * 320 + _xpos; charsetmask = _vm->hasCharsetMask(_left, _top + _vm->virtscr[0].topline, _right, _vm->virtscr[0].topline + _bottom); @@ -286,11 +283,14 @@ byte CostumeRenderer::mainRoutine(Actor * a, int slot, int frame) if (_vm->_features & GF_SMALL_HEADER) masking = _zbuf; else - masking = _vm->isMaskActiveAt(_left, _top, _right, _bottom,_vm->getResourceAddress(rtBuffer,9) + - _vm->gdi._imgBufOffs[_zbuf] + _vm->_screenStartStrip); + masking = + _vm->isMaskActiveAt(_left, _top, _right, _bottom, + _vm->getResourceAddress(rtBuffer, + 9) + _vm->gdi._imgBufOffs[_zbuf] + + _vm->_screenStartStrip); if (masking || charsetmask) { - _mask_ptr =_vm->getResourceAddress(rtBuffer,9) + _ypos * 40 + _vm->_screenStartStrip; + _mask_ptr = _vm->getResourceAddress(rtBuffer, 9) + _ypos * 40 + _vm->_screenStartStrip; _imgbufoffs = _vm->gdi._imgBufOffs[_zbuf]; if (!charsetmask && _zbuf != 0) _mask_ptr += _imgbufoffs; @@ -298,30 +298,30 @@ byte CostumeRenderer::mainRoutine(Actor * a, int slot, int frame) } CHECK_HEAP if (a->shadow_mode) { - proc_special(a,(masking<<1)+charsetmask); + proc_special(a, (masking << 1) + charsetmask); return b; } switch ((scaling << 2) | (masking << 1) | charsetmask) { case 0: - proc6(); // no scaling, no masking, no charsetmask + proc6(); // no scaling, no masking, no charsetmask break; case 1: case 2: - proc5(); // no scaling, masking or charsetmask + proc5(); // no scaling, masking or charsetmask break; case 3: - proc4(); // no scaling, masking and charsetmask + proc4(); // no scaling, masking and charsetmask break; case 4: - proc1(); // scaling, no masking, no charsetmask + proc1(); // scaling, no masking, no charsetmask break; case 5: case 6: - proc2(); // scaling, masking or charsetmask + proc2(); // scaling, masking or charsetmask break; case 7: - proc3(); // scaling, masking and charsetmask + proc3(); // scaling, masking and charsetmask break; } @@ -703,11 +703,11 @@ void CostumeRenderer::proc_special(Actor *a, byte mask2) byte shadow4; byte shadow5; - shadow1=a->shadow_mode & 0x80; - shadow2=a->shadow_mode & 0x40; - shadow3=a->shadow_mode & 0x20; - shadow4=a->shadow_mode & 0x10; - shadow5=a->shadow_mode & 0x0F; + shadow1 = a->shadow_mode & 0x80; + shadow2 = a->shadow_mode & 0x40; + shadow3 = a->shadow_mode & 0x20; + shadow4 = a->shadow_mode & 0x10; + shadow5 = a->shadow_mode & 0x0F; mask = _mask_ptr = _mask_ptr_dest; maskbit = revBitMask[_xpos & 7]; @@ -721,14 +721,14 @@ void CostumeRenderer::proc_special(Actor *a, byte mask2) color = _repcolor; src = _srcptr; - if(_mirror == 0) - shadow5=-shadow5; + if (_mirror == 0) + shadow5 = -shadow5; maskbit = revBitMask[_xpos & 7]; dst = _backbuff_ptr; - if(mask2 !=0 && mask2 < 3) + if (mask2 != 0 && mask2 < 3) _imgbufoffs = 0; if (_docontinue) @@ -741,28 +741,25 @@ void CostumeRenderer::proc_special(Actor *a, byte mask2) if (!len) len = *src++; - do { // ok + do { // ok if (cost_scaleTable[_scaleIndexY++] < _scaleY) { if (color && y < _outheight) { - if (!mask2 || (mask2 && !((*mask | mask[_imgbufoffs]) & maskbit))) - { - if(shadow3 == 0) - { + if (!mask2 || (mask2 && !((*mask | mask[_imgbufoffs]) & maskbit))) { + if (shadow3 == 0) { pcolor = _palette[color]; if (pcolor != 13) goto proc_special_end; } - if(shadow2 != 0) - { + if (shadow2 != 0) { warning("proc_special: shadow2 unimplemented"); pcolor = 0; - } - else // we don't need all the random stuff, just the background copy + } else // we don't need all the random stuff, just the background copy { - pcolor=_vm->_proc_special_palette[*dst]; + pcolor = _vm->_proc_special_palette[*dst]; } -proc_special_end:; *dst = pcolor; + proc_special_end:; + *dst = pcolor; } } dst += 320; @@ -790,7 +787,7 @@ proc_special_end:; *dst = pcolor; StartPos:; } while (--len); } while (1); - + } #if 0 @@ -825,7 +822,7 @@ void CostumeRenderer::loadCostume(int id) } #endif -byte CostumeRenderer::drawOneSlot(Actor * a, int slot) +byte CostumeRenderer::drawOneSlot(Actor *a, int slot) { if (!(_vm->_features & GF_AFTER_V7)) { @@ -838,8 +835,7 @@ byte CostumeRenderer::drawOneSlot(Actor * a, int slot) i = cd->curpos[slot] & 0x7FFF; - _frameptr = - _loaded._ptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + slot * 2 + 10); + _frameptr = _loaded._ptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + slot * 2 + 10); code = _loaded._dataptr[i] & 0x7F; @@ -855,7 +851,7 @@ byte CostumeRenderer::drawOneSlot(Actor * a, int slot) } -byte CostumeRenderer::drawCostume(Actor * a) +byte CostumeRenderer::drawCostume(Actor *a) { int i; byte r = 0; @@ -866,12 +862,12 @@ byte CostumeRenderer::drawCostume(Actor * a) return r; } -int Scumm::cost_frameToAnim(Actor * a, int frame) +int Scumm::cost_frameToAnim(Actor *a, int frame) { return newDirToOldDir(a->facing) + frame * 4; } -void Scumm::loadCostume(LoadedCostume * lc, int costume) +void Scumm::loadCostume(LoadedCostume *lc, int costume) { lc->_ptr = getResourceAddress(rtCostume, costume); @@ -901,7 +897,7 @@ void Scumm::loadCostume(LoadedCostume * lc, int costume) lc->_dataptr = lc->_ptr + READ_LE_UINT16(lc->_ptr + lc->_numColors + 8); } -void Scumm::cost_decodeData(Actor * a, int frame, uint usemask) +void Scumm::cost_decodeData(Actor *a, int frame, uint usemask) { byte *p, *r; uint mask, j; @@ -991,8 +987,7 @@ void CostumeRenderer::setPalette(byte *palette) void CostumeRenderer::setFacing(uint16 facing) { - _mirror = Scumm::newDirToOldDir(facing) != 0 - || (_loaded._ptr[7] & 0x80); + _mirror = Scumm::newDirToOldDir(facing) != 0 || (_loaded._ptr[7] & 0x80); } void CostumeRenderer::setCostume(int costume) @@ -1000,7 +995,7 @@ void CostumeRenderer::setCostume(int costume) _vm->loadCostume(&_loaded, costume); } -byte Scumm::cost_increaseAnims(LoadedCostume * lc, Actor * a) +byte Scumm::cost_increaseAnims(LoadedCostume *lc, Actor *a) { int i; byte r = 0; @@ -1012,7 +1007,7 @@ byte Scumm::cost_increaseAnims(LoadedCostume * lc, Actor * a) return r; } -byte Scumm::cost_increaseAnim(LoadedCostume * lc, Actor * a, int slot) +byte Scumm::cost_increaseAnim(LoadedCostume *lc, Actor *a, int slot) { int highflag; int i, end; |