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authorMax Horn2011-04-14 14:12:27 +0200
committerMax Horn2011-04-14 14:12:35 +0200
commit84184aabc00251374a181fe296487619afa779ed (patch)
tree6e635dcaf2300d979e6ad1be9a5e9e0ec653df4a /engines/sword2
parent64c4e65201ca3097cc25b295359683eafaf25b07 (diff)
downloadscummvm-rg350-84184aabc00251374a181fe296487619afa779ed.tar.gz
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ALL: colour -> color
Diffstat (limited to 'engines/sword2')
-rw-r--r--engines/sword2/controls.cpp2
-rw-r--r--engines/sword2/function.cpp16
-rw-r--r--engines/sword2/header.h10
-rw-r--r--engines/sword2/icons.cpp20
-rw-r--r--engines/sword2/interpreter.cpp2
-rw-r--r--engines/sword2/layers.cpp2
-rw-r--r--engines/sword2/logic.h2
-rw-r--r--engines/sword2/maketext.cpp30
-rw-r--r--engines/sword2/maketext.h4
-rw-r--r--engines/sword2/mouse.cpp2
-rw-r--r--engines/sword2/object.h2
-rw-r--r--engines/sword2/palette.cpp24
-rw-r--r--engines/sword2/protocol.cpp4
-rw-r--r--engines/sword2/render.cpp16
-rw-r--r--engines/sword2/router.cpp6
-rw-r--r--engines/sword2/router.h2
-rw-r--r--engines/sword2/screen.cpp16
-rw-r--r--engines/sword2/screen.h6
-rw-r--r--engines/sword2/sprite.cpp32
19 files changed, 99 insertions, 99 deletions
diff --git a/engines/sword2/controls.cpp b/engines/sword2/controls.cpp
index c55cc72493..b488092007 100644
--- a/engines/sword2/controls.cpp
+++ b/engines/sword2/controls.cpp
@@ -465,7 +465,7 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc)
break;
case RLE16:
spriteType |= RDSPR_RLE256;
- // Points to just after last cdt_entry, i.e. start of colour
+ // Points to just after last cdt_entry, i.e. start of color
// table
colTablePtr = _vm->fetchAnimHeader(file) + AnimHeader::size()
+ anim_head.noAnimFrames * CdtEntry::size();
diff --git a/engines/sword2/function.cpp b/engines/sword2/function.cpp
index 5e570fbaad..a968a5600d 100644
--- a/engines/sword2/function.cpp
+++ b/engines/sword2/function.cpp
@@ -1859,15 +1859,15 @@ int32 Logic::fnSetScrollRightMouse(int32 *params) {
return IR_CONT;
}
-int32 Logic::fnColour(int32 *params) {
- // set border colour - useful during script development
- // eg. set to colour during a timer situation, then black when timed
+int32 Logic::fnColor(int32 *params) {
+ // set border color - useful during script development
+ // eg. set to color during a timer situation, then black when timed
// out
- // params 0: colour (see defines above)
+ // params 0: color (see defines above)
#ifdef SWORD2_DEBUG
- // what colour?
+ // what color?
switch (params[0]) {
case BLACK:
_vm->_screen->setPalette(0, 1, black, RDPAL_INSTANT);
@@ -1905,14 +1905,14 @@ static const uint8 blue[3] = { 0, 0, 255 };
#endif
int32 Logic::fnFlash(int32 *params) {
- // flash colour 0 (ie. border) - useful during script development
+ // flash color 0 (ie. border) - useful during script development
// eg. fnFlash(BLUE) where a text line is missed; RED when some code
// missing, etc
- // params: 0 colour to flash
+ // params: 0 color to flash
#ifdef SWORD2_DEBUG
- // what colour?
+ // what color?
switch (params[0]) {
case WHITE:
_vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT);
diff --git a/engines/sword2/header.h b/engines/sword2/header.h
index 3f64152bb9..ed63c806bc 100644
--- a/engines/sword2/header.h
+++ b/engines/sword2/header.h
@@ -114,7 +114,7 @@ enum {
// standard file header
// animation header
// a string of CDT entries (one per frame of the anim)
-// a 16-byte colour table ONLY if (runTimeComp==RLE16)
+// a 16-byte color table ONLY if (runTimeComp==RLE16)
// a string of groups of (frame header + frame data)
// Animation Header
@@ -147,11 +147,11 @@ struct AnimHeader {
enum {
NONE = 0, // No frame compression
- RLE256 = 1, // James's RLE for 256-colour sprites
- RLE16 = 2 // James's RLE for 16- or 17-colour sprites
- // (raw blocks have max 16 colours for 2 pixels
+ RLE256 = 1, // James's RLE for 256-color sprites
+ RLE16 = 2 // James's RLE for 16- or 17-color sprites
+ // (raw blocks have max 16 colors for 2 pixels
// per byte, so '0's are encoded only as FLAT
- // for 17-colour sprites eg. George's mega-set)
+ // for 17-color sprites eg. George's mega-set)
};
// CDT Entry
diff --git a/engines/sword2/icons.cpp b/engines/sword2/icons.cpp
index b115eb373b..8336178ae5 100644
--- a/engines/sword2/icons.cpp
+++ b/engines/sword2/icons.cpp
@@ -157,33 +157,33 @@ void Mouse::buildMenu() {
byte *icon = NULL;
if (res) {
- bool icon_coloured;
+ bool icon_colored;
uint32 object_held = _vm->_logic->readVar(OBJECT_HELD);
uint32 combine_base = _vm->_logic->readVar(COMBINE_BASE);
if (_examiningMenuIcon) {
// When examining an object, that object is
- // coloured. The rest are greyed out.
- icon_coloured = (res == object_held);
+ // colored. The rest are greyed out.
+ icon_colored = (res == object_held);
} else if (combine_base) {
// When combining two menu object (i.e. using
- // one on another), both are coloured. The rest
+ // one on another), both are colored. The rest
// are greyed out.
- icon_coloured = (res == object_held || combine_base);
+ icon_colored = (res == object_held || combine_base);
} else {
// If an object is selected but we are not yet
// doing anything with it, the selected object
- // is greyed out. The rest are coloured.
- icon_coloured = (res != object_held);
+ // is greyed out. The rest are colored.
+ icon_colored = (res != object_held);
}
icon = _vm->_resman->openResource(res) + ResHeader::size();
- // The coloured icon is stored directly after the
+ // The colored icon is stored directly after the
// greyed out one.
- if (icon_coloured)
+ if (icon_colored)
icon += (menuIconWidth * RDMENU_ICONDEEP);
}
@@ -216,7 +216,7 @@ void Mouse::buildSystemMenu() {
else
menuIconWidth = RDMENU_ICONWIDE;
- // Build them all high in full colour - when one is clicked on all the
+ // Build them all high in full color - when one is clicked on all the
// rest will grey out.
for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
diff --git a/engines/sword2/interpreter.cpp b/engines/sword2/interpreter.cpp
index a51ce5702c..e039ae3888 100644
--- a/engines/sword2/interpreter.cpp
+++ b/engines/sword2/interpreter.cpp
@@ -147,7 +147,7 @@ void Logic::setupOpcodes() {
OPCODE(fnSetScrollLeftMouse),
OPCODE(fnSetScrollRightMouse),
/* 4C */
- OPCODE(fnColour),
+ OPCODE(fnColor),
OPCODE(fnFlash),
OPCODE(fnPreFetch),
OPCODE(fnGetPlayerSaveData),
diff --git a/engines/sword2/layers.cpp b/engines/sword2/layers.cpp
index d97b1395d5..c5091a248f 100644
--- a/engines/sword2/layers.cpp
+++ b/engines/sword2/layers.cpp
@@ -166,7 +166,7 @@ void Screen::initBackground(int32 res, int32 new_palette) {
spriteInfo.type = 0;
spriteInfo.blend = 0;
spriteInfo.data = _vm->fetchShadingMask(file);
- spriteInfo.colourTable = 0;
+ spriteInfo.colorTable = 0;
if (openLightMask(&spriteInfo) != RD_OK)
error("Could not open light mask");
diff --git a/engines/sword2/logic.h b/engines/sword2/logic.h
index 793f87d037..e40a12bba3 100644
--- a/engines/sword2/logic.h
+++ b/engines/sword2/logic.h
@@ -260,7 +260,7 @@ public:
int32 fnStandAtAnim(int32 *params);
int32 fnSetScrollLeftMouse(int32 *params);
int32 fnSetScrollRightMouse(int32 *params);
- int32 fnColour(int32 *params);
+ int32 fnColor(int32 *params);
int32 fnFlash(int32 *params);
int32 fnPreFetch(int32 *params);
int32 fnGetPlayerSaveData(int32 *params);
diff --git a/engines/sword2/maketext.cpp b/engines/sword2/maketext.cpp
index 84a2fccedd..7acfc63adc 100644
--- a/engines/sword2/maketext.cpp
+++ b/engines/sword2/maketext.cpp
@@ -27,17 +27,17 @@
// MAKETEXT - Constructs a single-frame text sprite: returns a handle to a
// FLOATING memory block containing the sprite, given a
-// null-terminated string, max width allowed, pen colour and
+// null-terminated string, max width allowed, pen color and
// pointer to required character set.
//
// NB 1) The routine does not create a standard file header or
// an anim header for the text sprite - the data simply begins
// with the frame header.
//
-// NB 2) If pen colour is zero, it copies the characters into
-// the sprite without remapping the colours.
-// ie. It can handle both the standard 2-colour font for speech
-// and any multicoloured fonts for control panels, etc.
+// NB 2) If pen color is zero, it copies the characters into
+// the sprite without remapping the colors.
+// ie. It can handle both the standard 2-color font for speech
+// and any multicolored fonts for control panels, etc.
//
// Based on textsprt.c as used for Broken Sword 1, but updated
// for new system by JEL on 9oct96 and updated again (for font
@@ -58,10 +58,10 @@ namespace Sword2 {
#define MAX_LINES 30 // max character lines in output sprite
-#define BORDER_COL 200 // source colour for character border (only
- // needed for remapping colours)
+#define BORDER_COL 200 // source color for character border (only
+ // needed for remapping colors)
-#define LETTER_COL 193 // source colour for bulk of character ( " )
+#define LETTER_COL 193 // source color for bulk of character ( " )
#define LETTER_COL_PSX1 33
#define LETTER_COL_PSX2 34
#define SPACE ' '
@@ -76,9 +76,9 @@ namespace Sword2 {
*
* @param sentence pointer to a null-terminated string
* @param maxWidth the maximum allowed text sprite width in pixels
- * @param pen the text colour, or zero to use the source colours
+ * @param pen the text color, or zero to use the source colors
* @param fontRes the font resource id
- * @param border the border colour; black by default
+ * @param border the border color; black by default
* @return a handle to a floating memory block containing the text sprite
* @note The sentence must contain no leading, trailing or extra spaces.
* Out-of-range characters in the string are replaced by a special
@@ -200,7 +200,7 @@ uint16 FontRenderer::analyseSentence(byte *sentence, uint16 maxWidth, uint32 fon
*
* @param sentence pointer to a null-terminated string
* @param fontRes the font resource id
- * @param pen the text colour, or zero to use the source colours
+ * @param pen the text color, or zero to use the source colors
* @param line array of LineInfo structures, created by analyseSentence()
* @param noOfLines the number of lines, i.e. the number of elements in 'line'
* @return a handle to a floating memory block containing the text sprite
@@ -448,7 +448,7 @@ byte *FontRenderer::findChar(byte ch, byte *charSet) {
* @param spritePtr pointer to the sprite buffer
* @param spriteWidth the width of the character
* @param pen If zero, copy the data directly. Otherwise remap the
- * sprite's colours from BORDER_COL to _borderPen and from
+ * sprite's colors from BORDER_COL to _borderPen and from
* LETTER_COL to pen.
*/
@@ -464,7 +464,7 @@ void FontRenderer::copyChar(byte *charPtr, byte *spritePtr, uint16 spriteWidth,
byte *dest = rowPtr;
if (pen) {
- // Use the specified colours
+ // Use the specified colors
for (uint j = 0; j < frame.width; j++) {
switch (*source++) {
case 0:
@@ -489,7 +489,7 @@ void FontRenderer::copyChar(byte *charPtr, byte *spritePtr, uint16 spriteWidth,
}
} else {
// Pen is zero, so just copy character sprites
- // directly into text sprite without remapping colours.
+ // directly into text sprite without remapping colors.
// Apparently overlapping is never considered here?
memcpy(dest, source, frame.width);
source += frame.width;
@@ -613,7 +613,7 @@ void FontRenderer::printTextBlocs() {
spriteInfo.type = _blocList[i].type;
spriteInfo.blend = 0;
spriteInfo.data = _blocList[i].text_mem + FrameHeader::size();
- spriteInfo.colourTable = 0;
+ spriteInfo.colorTable = 0;
spriteInfo.isText = true;
uint32 rv = _vm->_screen->drawSprite(&spriteInfo);
diff --git a/engines/sword2/maketext.h b/engines/sword2/maketext.h
index 63b65a32b1..840f5e5fa1 100644
--- a/engines/sword2/maketext.h
+++ b/engines/sword2/maketext.h
@@ -32,7 +32,7 @@
namespace Sword2 {
-// Output colour for character border - should be be black but note that we
+// Output color for character border - should be be black but note that we
// have to use a different pen number during sequences
#define BORDER_PEN 194
@@ -92,7 +92,7 @@ private:
// for overlap
int8 _charSpacing; // no. of pixels to separate characters along
// each line - negative for overlap
- uint8 _borderPen; // output pen colour of character borders
+ uint8 _borderPen; // output pen color of character borders
uint16 analyseSentence(byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line);
byte *buildTextSprite(byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines);
diff --git a/engines/sword2/mouse.cpp b/engines/sword2/mouse.cpp
index c8e9387cb7..d3dcf10f55 100644
--- a/engines/sword2/mouse.cpp
+++ b/engines/sword2/mouse.cpp
@@ -1433,7 +1433,7 @@ void Mouse::refreshInventory() {
// Can reset this now
_vm->_logic->writeVar(COMBINE_BASE, 0);
- // Cause 'object_held' icon to be greyed. The rest are coloured.
+ // Cause 'object_held' icon to be greyed. The rest are colored.
_examiningMenuIcon = true;
buildMenu();
_examiningMenuIcon = false;
diff --git a/engines/sword2/object.h b/engines/sword2/object.h
index 53819c08cc..94a968e58d 100644
--- a/engines/sword2/object.h
+++ b/engines/sword2/object.h
@@ -139,7 +139,7 @@ public:
// speech structure - contains fields used by speech scripts & text output
class ObjectSpeech {
- // int32 pen; // colour to use for body of characters
+ // int32 pen; // color to use for body of characters
// int32 width; // max width of text sprite
// int32 command; // speech script command id
// int32 ins1; // speech script instruction parameters
diff --git a/engines/sword2/palette.cpp b/engines/sword2/palette.cpp
index b348fd6bb5..f43efcaa7f 100644
--- a/engines/sword2/palette.cpp
+++ b/engines/sword2/palette.cpp
@@ -107,8 +107,8 @@ void Screen::setFullPalette(int32 palRes) {
pal += ResHeader::size();
- // always set colour 0 to black because most background screen
- // palettes have a bright colour 0 although it should come out
+ // always set color 0 to black because most background screen
+ // palettes have a bright color 0 although it should come out
// as black in the game!
_palette[0] = 0;
@@ -144,11 +144,11 @@ void Screen::setFullPalette(int32 palRes) {
}
/**
- * Matches a colour triplet to a palette index.
- * @param r red colour component
- * @param g green colour component
- * @param b blue colour component
- * @return the palette index of the closest matching colour in the palette
+ * Matches a color triplet to a palette index.
+ * @param r red color component
+ * @param g green color component
+ * @param b blue color component
+ * @return the palette index of the closest matching color in the palette
*/
// FIXME: This used to be inlined - probably a good idea - but the
@@ -160,16 +160,16 @@ uint8 Screen::quickMatch(uint8 r, uint8 g, uint8 b) {
/**
* Sets the palette.
- * @param startEntry the first colour entry to set
- * @param noEntries the number of colour entries to set
- * @param colourTable the new colour entries
+ * @param startEntry the first color entry to set
+ * @param noEntries the number of color entries to set
+ * @param colorTable the new color entries
* @param fadeNow whether to perform the change immediately or delayed
*/
-void Screen::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, uint8 fadeNow) {
+void Screen::setPalette(int16 startEntry, int16 noEntries, byte *colorTable, uint8 fadeNow) {
assert(noEntries > 0);
- memmove(&_palette[3 * startEntry], colourTable, noEntries * 3);
+ memmove(&_palette[3 * startEntry], colorTable, noEntries * 3);
if (fadeNow == RDPAL_INSTANT) {
setSystemPalette(_palette, startEntry, noEntries);
diff --git a/engines/sword2/protocol.cpp b/engines/sword2/protocol.cpp
index ef2c622287..3d16e4ea4c 100644
--- a/engines/sword2/protocol.cpp
+++ b/engines/sword2/protocol.cpp
@@ -52,8 +52,8 @@ void Sword2Engine::fetchPalette(byte *screenFile, byte *palBuffer) {
palette = screenFile + ResHeader::size() + mscreenHeader.palette;
}
- // Always set colour 0 to black, because while most background screen
- // palettes have a bright colour 0 it should come out as black in the
+ // Always set color 0 to black, because while most background screen
+ // palettes have a bright color 0 it should come out as black in the
// game.
palBuffer[0] = 0;
diff --git a/engines/sword2/render.cpp b/engines/sword2/render.cpp
index a71d503d95..a47f8abe0d 100644
--- a/engines/sword2/render.cpp
+++ b/engines/sword2/render.cpp
@@ -234,24 +234,24 @@ void Screen::scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16
* used for debugging.
* @param x x-coordinate of the point
* @param y y-coordinate of the point
- * @param colour colour of the point
+ * @param color color of the point
*/
-void Screen::plotPoint(int x, int y, uint8 colour) {
+void Screen::plotPoint(int x, int y, uint8 color) {
byte *buf = _buffer + MENUDEEP * RENDERWIDE;
x -= _scrollX;
y -= _scrollY;
if (x >= 0 && x < RENDERWIDE && y >= 0 && y < RENDERDEEP) {
- buf[y * RENDERWIDE + x] = colour;
+ buf[y * RENDERWIDE + x] = color;
markAsDirty(x, y + MENUDEEP, x, y + MENUDEEP);
}
}
-static void plot(int x, int y, int colour, void *data) {
+static void plot(int x, int y, int color, void *data) {
Screen *screen = (Screen *)data;
- screen->plotPoint(x, y, (uint8) colour);
+ screen->plotPoint(x, y, (uint8) color);
}
/**
@@ -260,11 +260,11 @@ static void plot(int x, int y, int colour, void *data) {
* @param y0 y-coordinate of the start point
* @param x1 x-coordinate of the end point
* @param y1 y-coordinate of the end point
- * @param colour colour of the line
+ * @param color color of the line
*/
-void Screen::drawLine(int x0, int y0, int x1, int y1, uint8 colour) {
- Graphics::drawLine(x0, y0, x1, y1, colour, &plot, this);
+void Screen::drawLine(int x0, int y0, int x1, int y1, uint8 color) {
+ Graphics::drawLine(x0, y0, x1, y1, color, &plot, this);
}
/**
diff --git a/engines/sword2/router.cpp b/engines/sword2/router.cpp
index 1548536ccb..8f355151f4 100644
--- a/engines/sword2/router.cpp
+++ b/engines/sword2/router.cpp
@@ -2344,9 +2344,9 @@ void Router::plotWalkGrid() {
plotCross(_node[i].x, _node[i].y, 184);
}
-void Router::plotCross(int16 x, int16 y, uint8 colour) {
- _vm->_screen->drawLine(x - 1, y - 1, x + 1, y + 1, colour);
- _vm->_screen->drawLine(x + 1, y - 1, x - 1, y + 1, colour);
+void Router::plotCross(int16 x, int16 y, uint8 color) {
+ _vm->_screen->drawLine(x - 1, y - 1, x + 1, y + 1, color);
+ _vm->_screen->drawLine(x + 1, y - 1, x - 1, y + 1, color);
}
void Router::loadWalkGrid() {
diff --git a/engines/sword2/router.h b/engines/sword2/router.h
index f556850797..1ad3dd74c4 100644
--- a/engines/sword2/router.h
+++ b/engines/sword2/router.h
@@ -193,7 +193,7 @@ private:
int32 solidWalkAnimator(WalkData *walkAnim);
#endif
- void plotCross(int16 x, int16 y, uint8 colour);
+ void plotCross(int16 x, int16 y, uint8 color);
public:
Router(Sword2Engine *vm) : _vm(vm), _diagonalx(0), _diagonaly(0) {
diff --git a/engines/sword2/screen.cpp b/engines/sword2/screen.cpp
index 8c2db79297..74a23c8b2c 100644
--- a/engines/sword2/screen.cpp
+++ b/engines/sword2/screen.cpp
@@ -253,7 +253,7 @@ void Screen::updateDisplay(bool redrawScene) {
}
/**
- * Fill the screen buffer with palette colour zero. Note that it does not
+ * Fill the screen buffer with palette color zero. Note that it does not
* touch the menu areas of the screen.
*/
@@ -392,7 +392,7 @@ void Screen::displayMsg(byte *text, int time) {
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
spriteInfo.blend = 0;
spriteInfo.data = text_spr + FrameHeader::size();
- spriteInfo.colourTable = 0;
+ spriteInfo.colorTable = 0;
spriteInfo.isText = true;
uint32 rv = drawSprite(&spriteInfo);
@@ -530,7 +530,7 @@ void Screen::processLayer(byte *file, uint32 layer_number) {
}
spriteInfo.blend = 0;
- spriteInfo.colourTable = 0;
+ spriteInfo.colorTable = 0;
// check for largest layer for debug info
@@ -572,7 +572,7 @@ void Screen::processImage(BuildUnit *build_unit) {
cdt_entry.read(_vm->fetchCdtEntry(file, build_unit->anim_pc));
frame_head.read(frame);
- // so that 0-colour is transparent
+ // so that 0-color is transparent
uint32 spriteType = RDSPR_TRANS;
if (anim_head.blend)
@@ -606,7 +606,7 @@ void Screen::processImage(BuildUnit *build_unit) {
case RLE16:
spriteType |= RDSPR_RLE16;
// points to just after last cdt_entry, ie.
- // start of colour table
+ // start of color table
colTablePtr = _vm->fetchAnimHeader(file) + AnimHeader::size() + anim_head.noAnimFrames * CdtEntry::size();
if (Sword2Engine::isPsx())
colTablePtr++; // There is one additional byte to skip before the table in psx version
@@ -632,7 +632,7 @@ void Screen::processImage(BuildUnit *build_unit) {
spriteInfo.blend = anim_head.blend;
// points to just after frame header, ie. start of sprite data
spriteInfo.data = frame + FrameHeader::size();
- spriteInfo.colourTable = colTablePtr;
+ spriteInfo.colorTable = colTablePtr;
spriteInfo.isText = false;
// check for largest layer for debug info
@@ -895,7 +895,7 @@ void Screen::rollCredits() {
// palette 3 * 256 bytes
// data width * height bytes
//
- // Note that the maximum colour component in the palette is 0x3F.
+ // Note that the maximum color component in the palette is 0x3F.
// This is the same resolution as the _paletteMatch table. I doubt
// that this is a coincidence, but let's use the image palette
// directly anyway, just to be safe.
@@ -1261,7 +1261,7 @@ void Screen::splashScreen() {
barSprite.scaledHeight = 0;
barSprite.type = RDSPR_RLE256FAST | RDSPR_TRANS;
barSprite.blend = 0;
- barSprite.colourTable = 0;
+ barSprite.colorTable = 0;
barSprite.data = frame + FrameHeader::size();
barSprite.isText = false;
diff --git a/engines/sword2/screen.h b/engines/sword2/screen.h
index 46eb53d0db..9ef4f28049 100644
--- a/engines/sword2/screen.h
+++ b/engines/sword2/screen.h
@@ -172,7 +172,7 @@ struct SpriteInfo {
uint16 type; // mask containing 'RDSPR_' bits specifying compression type, flip, transparency, etc
uint16 blend; // holds the blending values.
byte *data; // pointer to the sprite data
- byte *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type
+ byte *colorTable; // pointer to 16-byte color table, only applicable to 16-col compression type
bool isText; // It is a engine-generated sprite containing text
};
@@ -442,8 +442,8 @@ public:
void buildDisplay();
- void plotPoint(int x, int y, uint8 colour);
- void drawLine(int x0, int y0, int x1, int y1, uint8 colour);
+ void plotPoint(int x, int y, uint8 color);
+ void drawLine(int x0, int y0, int x1, int y1, uint8 color);
void rollCredits();
void splashScreen();
diff --git a/engines/sword2/sprite.cpp b/engines/sword2/sprite.cpp
index 255176292a..9a25812178 100644
--- a/engines/sword2/sprite.cpp
+++ b/engines/sword2/sprite.cpp
@@ -51,7 +51,7 @@ void Screen::mirrorSprite(byte *dst, byte *src, int16 w, int16 h) {
}
/**
- * This function takes a compressed frame of a sprite with up to 256 colours
+ * This function takes a compressed frame of a sprite with up to 256 colors
* and decompresses it.
* @param dst destination buffer
* @param src source buffer
@@ -82,7 +82,7 @@ int32 Screen::decompressRLE256(byte *dst, byte *src, int32 decompSize) {
break;
}
- // set the next 'headerByte' pixels to the next colour
+ // set the next 'headerByte' pixels to the next color
// at 'source'
memset(dst, *src, headerByte);
@@ -90,7 +90,7 @@ int32 Screen::decompressRLE256(byte *dst, byte *src, int32 decompSize) {
// block
dst += headerByte;
- // increment source pointer to just after this colour
+ // increment source pointer to just after this color
src++;
// if we've decompressed all of the data
@@ -135,7 +135,7 @@ int32 Screen::decompressRLE256(byte *dst, byte *src, int32 decompSize) {
}
/**
- * Unwinds a run of 16-colour data into 256-colour palette data.
+ * Unwinds a run of 16-color data into 256-color palette data.
*/
void Screen::unwindRaw16(byte *dst, byte *src, uint16 blockSize, byte *colTable) {
@@ -143,11 +143,11 @@ void Screen::unwindRaw16(byte *dst, byte *src, uint16 blockSize, byte *colTable)
while (blockSize > 1) {
if (Sword2Engine::isPsx()) {
- // 1st colour = number in table at position given by upper
+ // 1st color = number in table at position given by upper
// nibble of source byte
*dst++ = colTable[(*src) & 0x0f];
- // 2nd colour = number in table at position given by lower
+ // 2nd color = number in table at position given by lower
// nibble of source byte
*dst++ = colTable[(*src) >> 4];
} else {
@@ -165,19 +165,19 @@ void Screen::unwindRaw16(byte *dst, byte *src, uint16 blockSize, byte *colTable)
// if there's a final odd pixel
if (blockSize) {
- // colour = number in table at position given by upper nibble
+ // color = number in table at position given by upper nibble
// of source byte
*dst++ = colTable[(*src) >> 4];
}
}
/**
- * This function takes a compressed frame of a sprite (with up to 16 colours)
+ * This function takes a compressed frame of a sprite (with up to 16 colors)
* and decompresses it.
* @param dst destination buffer
* @param src source buffer
* @param decompSize the expected size of the uncompressed sprite
- * @param colTable mapping from the 16 encoded colours to the current palette
+ * @param colTable mapping from the 16 encoded colors to the current palette
*/
int32 Screen::decompressRLE16(byte *dst, byte *src, int32 decompSize, byte *colTable) {
@@ -199,14 +199,14 @@ int32 Screen::decompressRLE16(byte *dst, byte *src, int32 decompSize, byte *colT
}
// set the next 'headerByte' pixels to the next
- // colour at 'source'
+ // color at 'source'
memset(dst, *src, headerByte);
// increment destination pointer to just after this
// block
dst += headerByte;
- // increment source pointer to just after this colour
+ // increment source pointer to just after this color
src++;
// if we've decompressed all of the data
@@ -470,13 +470,13 @@ void Screen::deleteSurface(byte *surface) {
* RDSPR_DISPLAYALIGN The sprite is drawn relative to the top left corner
* of the screen
* RDSPR_FLIP The sprite is mirrored
- * RDSPR_TRANS The sprite has a transparent colour zero
+ * RDSPR_TRANS The sprite has a transparent color zero
* RDSPR_BLEND The sprite is translucent
* RDSPR_SHADOW The sprite is affected by the light mask. (Scaled
* sprites always are.)
* RDSPR_NOCOMPRESSION The sprite data is not compressed
- * RDSPR_RLE16 The sprite data is a 16-colour compressed sprite
- * RDSPR_RLE256 The sprite data is a 256-colour compressed sprite
+ * RDSPR_RLE16 The sprite data is a 16-color compressed sprite
+ * RDSPR_RLE256 The sprite data is a 256-color compressed sprite
* @param s all the information needed to draw the sprite
* @warning Sprites will only be drawn onto the background, not over menubar
* areas.
@@ -538,7 +538,7 @@ int32 Screen::drawSprite(SpriteInfo *s) {
byte *tempBuf2 = (byte *)malloc(s->w * s->h * 10);
memset(tempBuf2, 0, s->w * s->h * 2);
- unwindRaw16(tempBuf2, tempBuf, (s->w * (s->h / 2)), s->colourTable);
+ unwindRaw16(tempBuf2, tempBuf, (s->w * (s->h / 2)), s->colorTable);
sprite = (byte *)malloc(s->w * s->h);
if (!sprite) {
@@ -557,7 +557,7 @@ int32 Screen::drawSprite(SpriteInfo *s) {
if (!sprite)
return RDERR_OUTOFMEMORY;
- if (decompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) {
+ if (decompressRLE16(sprite, s->data, s->w * s->h, s->colorTable)) {
free(sprite);
return RDERR_DECOMPRESSION;
}