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authorNicola Mettifogo2007-09-19 08:40:12 +0000
committerNicola Mettifogo2007-09-19 08:40:12 +0000
commit258901bab96f0050385a9912c8ea0fe2a41b2d6f (patch)
treea3ae8675b679c9f3b58ac8d97c79369502ea23c1 /engines/scumm/costume.cpp
parenta89694c0d61a75a960f5bec6c498659c988401cc (diff)
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Merged common/stdafx.h into common/scummsys.h. All referencing files have been updated.
svn-id: r28966
Diffstat (limited to 'engines/scumm/costume.cpp')
-rw-r--r--engines/scumm/costume.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp
index ac61d39d25..83fa71e7b6 100644
--- a/engines/scumm/costume.cpp
+++ b/engines/scumm/costume.cpp
@@ -23,7 +23,7 @@
*
*/
-#include "common/stdafx.h"
+
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/costume.h"
@@ -72,7 +72,7 @@ static const int v1MMNESLookup[25] = {
0x02, 0x00, 0x07, 0x0C, 0x04,
0x09, 0x0A, 0x12, 0x0B, 0x14,
0x0D, 0x11, 0x0F, 0x0E, 0x10,
- 0x17, 0x00, 0x01, 0x05, 0x16
+ 0x17, 0x00, 0x01, 0x05, 0x16
};
@@ -383,7 +383,7 @@ void ClassicCostumeRenderer::procC64(Codec1 &v1, int actor) {
while (len--) {
if (!rep)
color = *src++;
-
+
if (0 <= y && y < _out.h && 0 <= v1.x && v1.x < _out.w) {
if (!_mirror) {
LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6);
@@ -446,7 +446,7 @@ void ClassicCostumeRenderer::proc3(Codec1 &v1) {
do {
if (_scaleY == 255 || v1.scaletable[scaleIndexY++] < _scaleY) {
masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit));
-
+
if (color && !masked) {
if (_shadow_mode & 0x20) {
pcolor = _shadow_table[*dst];
@@ -513,7 +513,7 @@ void ClassicCostumeRenderer::proc3_ami(Codec1 &v1) {
do {
if (_scaleY == 255 || v1.scaletable[_scaleIndexY] < _scaleY) {
masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit));
-
+
if (color && !masked) {
*dst = _palette[color];
}
@@ -593,8 +593,8 @@ void ClassicCostumeLoader::loadCostume(int id) {
error("Costume %d with format 0x%X is invalid", id, _format);
}
-
- // In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte.
+
+ // In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte.
// Don't forget, these games were designed around a fixed 16 color HW palette :-)
// In addition, all offsets are shifted by 2; we accomodate that via a separate
// _baseptr value (instead of adding tons of if's throughout the code).
@@ -715,7 +715,7 @@ byte ClassicCostumeRenderer::drawLimb(const Actor *a, int limb) {
// Determine the position the limb is at
i = cost.curpos[limb] & 0x7FFF;
-
+
// Get the frame pointer for that limb
frameptr = _loaded._baseptr + READ_LE_UINT16(_loaded._frameOffsets + limb * 2);
@@ -900,12 +900,12 @@ byte ClassicCostumeLoader::increaseAnim(Actor *a, int slot) {
i = a->_cost.curpos[slot] & 0x7FFF;
end = a->_cost.end[slot];
code = _animCmds[i] & 0x7F;
-
+
if (_vm->_game.version <= 3) {
if (_animCmds[i] & 0x80)
a->_cost.soundCounter++;
}
-
+
do {
if (!highflag) {
if (i++ >= end)
@@ -1054,7 +1054,7 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
int xpos = 0;
int ypos = _loaded._maxHeight - offsetY;
-
+
if (flipped) {
if (offsetX)
xpos += (offsetX-1) * 8;