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authorMax Horn2005-03-15 21:48:06 +0000
committerMax Horn2005-03-15 21:48:06 +0000
commit6e33b3f0a7b80a5d84c277bed05ee376b4ebb517 (patch)
treef60fb92ebe795c540b443474594d0b9de6fb89c6 /scumm/costume.cpp
parentdeca1352524cfc4ba32fedf85b9863f119f70063 (diff)
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Some cleanup/costume code unification. Note: NES costume code probably should be using subclasses; and maybe we should add AKOSLoadedCostume and NESLoadedCostume ?
svn-id: r17161
Diffstat (limited to 'scumm/costume.cpp')
-rw-r--r--scumm/costume.cpp10
1 files changed, 3 insertions, 7 deletions
diff --git a/scumm/costume.cpp b/scumm/costume.cpp
index 36b5bd9866..27c5a4ce5b 100644
--- a/scumm/costume.cpp
+++ b/scumm/costume.cpp
@@ -808,7 +808,7 @@ byte CostumeRenderer::drawLimb(const Actor *a, int limb) {
}
-extern void DecodeNESTileData(const byte *src, byte *dest);
+extern void decodeNESTileData(const byte *src, byte *dest);
void ScummEngine::cost_decodeNESCostumeGfx() {
for (int n = 0; n < 2; n++) {
@@ -817,16 +817,12 @@ void ScummEngine::cost_decodeNESCostumeGfx() {
if (maxSprites == 0)
maxSprites = 256;
_v1MMNESCostumeGfx[n] = (byte *)calloc(maxSprites * 16, 1);
- DecodeNESTileData(patTable,_v1MMNESCostumeGfx[n]);
+ decodeNESTileData(patTable,_v1MMNESCostumeGfx[n]);
// We will not need it anymore
nukeResource(rtCostume, v1MMNEScostTables[n][4]);
}
}
-int ScummEngine::cost_frameToAnim(Actor *a, int frame) {
- return newDirToOldDir(a->getFacing()) + frame * 4;
-}
-
void ScummEngine::cost_decodeData(Actor *a, int frame, uint usemask) {
const byte *r;
uint mask, j;
@@ -837,7 +833,7 @@ void ScummEngine::cost_decodeData(Actor *a, int frame, uint usemask) {
lc.loadCostume(a->_costume);
- anim = cost_frameToAnim(a, frame);
+ anim = newDirToOldDir(a->getFacing()) + frame * 4;
if (anim > lc._numAnim) {
return;