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authorMax Horn2002-07-07 20:25:23 +0000
committerMax Horn2002-07-07 20:25:23 +0000
commitad4809459d079b0e8ce8855b0f8965c6afed7542 (patch)
tree9c8231d9a852cefedd13707290b2db987500851b /costume.cpp
parent1ac4b2ccaa23bf021397914405b2b03717ffd645 (diff)
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indent run
svn-id: r4480
Diffstat (limited to 'costume.cpp')
-rw-r--r--costume.cpp99
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;