aboutsummaryrefslogtreecommitdiff
path: root/sky/screen.cpp
diff options
context:
space:
mode:
authorMax Horn2003-07-07 00:14:16 +0000
committerMax Horn2003-07-07 00:14:16 +0000
commit41912bc68578b5e68805f01fc36e79d91691c8cd (patch)
tree710d9f7be63a84117770ff5260b1053ce0b11ee3 /sky/screen.cpp
parent3dca18c935682746545f219e715a46fd4cc10852 (diff)
downloadscummvm-rg350-41912bc68578b5e68805f01fc36e79d91691c8cd.tar.gz
scummvm-rg350-41912bc68578b5e68805f01fc36e79d91691c8cd.tar.bz2
scummvm-rg350-41912bc68578b5e68805f01fc36e79d91691c8cd.zip
use our standard cast style
svn-id: r8824
Diffstat (limited to 'sky/screen.cpp')
-rw-r--r--sky/screen.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/sky/screen.cpp b/sky/screen.cpp
index 0b9dfd91f3..2261fd32e3 100644
--- a/sky/screen.cpp
+++ b/sky/screen.cpp
@@ -50,8 +50,8 @@ SkyScreen::SkyScreen(OSystem *pSystem, SkyDisk *pDisk) {
uint8 tmpPal[1024];
_system->init_size(FULL_SCREEN_WIDTH, FULL_SCREEN_HEIGHT);
- _gameGrid = (uint8*)malloc(GRID_X * GRID_Y * 2);
- _backScreen = (uint8*)malloc(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT);
+ _gameGrid = (uint8 *)malloc(GRID_X * GRID_Y * 2);
+ _backScreen = (uint8 *)malloc(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT);
forceRefresh();
_currentScreen = NULL;
@@ -152,7 +152,7 @@ void SkyScreen::recreate(void) {
// check the game grid for changed blocks
if (!SkyLogic::_scriptVariables[LAYER_0_ID]) return ;
uint8 *gridPos = _gameGrid;
- uint8 *screenData = (uint8*)SkyState::fetchItem(SkyLogic::_scriptVariables[LAYER_0_ID]);
+ uint8 *screenData = (uint8 *)SkyState::fetchItem(SkyLogic::_scriptVariables[LAYER_0_ID]);
if (!screenData) {
error("SkyScreen::recreate():\nSkyState::fetchItem(SkyLogic::_scriptVariables[LAYER_0_ID](%X)) returned NULL",SkyLogic::_scriptVariables[LAYER_0_ID]);
}
@@ -235,7 +235,7 @@ void SkyScreen::fnFadeDown(uint32 scroll) {
if (scroll && (!(SkyState::_systemVars.systemFlags & SF_NO_SCROLL))) {
// scrolling is performed by fnFadeUp. It's just prepared here
_scrollScreen = _currentScreen;
- _currentScreen = (uint8*)malloc(FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT);
+ _currentScreen = (uint8 *)malloc(FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT);
// the game will draw the new room into _currentScreen which
// will be scrolled into the visible screen by fnFadeUp
// fnFadeUp also frees the _scrollScreen
@@ -305,7 +305,7 @@ void SkyScreen::fnFadeUp(uint32 palNum, uint32 scroll) {
}
if ((scroll == 0) || (SkyState::_systemVars.systemFlags & SF_NO_SCROLL)) {
- uint8 *palette = (uint8*)SkyState::fetchCompact(palNum);
+ uint8 *palette = (uint8 *)SkyState::fetchCompact(palNum);
if (palette == NULL)
error("SkyScreen::fnFadeUp: can't fetch compact %X.\n", palNum);
#ifdef SCUMM_BIG_ENDIAN
@@ -382,7 +382,7 @@ void SkyScreen::startSequence(uint16 fileNum) {
void SkyScreen::startSequenceItem(uint16 itemNum) {
- _seqInfo.seqData = (uint8*)SkyState::fetchItem(itemNum);
+ _seqInfo.seqData = (uint8 *)SkyState::fetchItem(itemNum);
_seqInfo.framesLeft = _seqInfo.seqData[0] - 1;
_seqInfo.seqDataPos = _seqInfo.seqData + 1;
_seqInfo.delay = SEQ_DELAY;
@@ -488,7 +488,7 @@ void SkyScreen::sortSprites(void) {
currDrawList++;
do { // a_new_draw_list:
- uint16 *drawListData = (uint16*)SkyState::fetchCompact(loadDrawList);
+ uint16 *drawListData = (uint16 *)SkyState::fetchCompact(loadDrawList);
nextDrawList = false;
while ((!nextDrawList) && (drawListData[0])) {
if (drawListData[0] == 0xFFFF) {
@@ -500,7 +500,7 @@ void SkyScreen::sortSprites(void) {
if ((spriteComp->status & 4) && // is it sortable playfield?(!?!)
(spriteComp->screen == SkyLogic::_scriptVariables[SCREEN])) { // on current screen
dataFileHeader *spriteData =
- (dataFileHeader*)SkyState::fetchItem(spriteComp->frame >> 6);
+ (dataFileHeader *)SkyState::fetchItem(spriteComp->frame >> 6);
if (!spriteData) {
printf("Missing file %d!\n",spriteComp->frame >> 6);
//getchar();
@@ -534,7 +534,7 @@ void SkyScreen::sortSprites(void) {
}
}
for (uint32 cnt = 0; cnt < spriteCnt; cnt++) {
- drawSprite((uint8*)sortList[cnt].sprite, sortList[cnt].compact);
+ drawSprite((uint8 *)sortList[cnt].sprite, sortList[cnt].compact);
if (sortList[cnt].compact->status & 8) vectorToGame(0x81);
else vectorToGame(1);
if (!(sortList[cnt].compact->status & 0x200)) verticalMask();
@@ -551,7 +551,7 @@ void SkyScreen::doSprites(uint8 layer) {
idNum = SkyLogic::_scriptVariables[drawListNum];
drawListNum++;
- drawList = (uint16*)SkyState::fetchCompact(idNum);
+ drawList = (uint16 *)SkyState::fetchCompact(idNum);
while(drawList[0]) {
// new_draw_list:
while ((drawList[0] != 0) && (drawList[0] != 0xFFFF)) {
@@ -561,7 +561,7 @@ void SkyScreen::doSprites(uint8 layer) {
drawList++;
if ((spriteData->status & (1 << layer)) &&
(spriteData->screen == SkyLogic::_scriptVariables[SCREEN])) {
- uint8 *toBeDrawn = (uint8*)SkyState::fetchItem(spriteData->frame >> 6);
+ uint8 *toBeDrawn = (uint8 *)SkyState::fetchItem(spriteData->frame >> 6);
if (!toBeDrawn) {
printf("Spritedata %d not loaded!\n",spriteData->frame >> 6);
spriteData->status = 0;
@@ -574,7 +574,7 @@ void SkyScreen::doSprites(uint8 layer) {
}
}
while (drawList[0] == 0xFFFF)
- drawList = (uint16*)SkyState::fetchCompact(drawList[1]);
+ drawList = (uint16 *)SkyState::fetchCompact(drawList[1]);
}
}
}
@@ -685,7 +685,7 @@ void SkyScreen::vertMaskSub(uint16 *grid, uint32 gridOfs, uint8 *screenPtr, uint
if (!(FROM_LE_16(grid[gridOfs]) & 0x8000)) {
uint32 gridVal = FROM_LE_16(grid[gridOfs]) - 1;
gridVal *= GRID_W * GRID_H;
- uint8 *dataSrc = (uint8*)SkyState::fetchItem(SkyLogic::_scriptVariables[layerId]) + gridVal;
+ uint8 *dataSrc = (uint8 *)SkyState::fetchItem(SkyLogic::_scriptVariables[layerId]) + gridVal;
uint8 *dataTrg = screenPtr;
for (uint32 grdCntY = 0; grdCntY < GRID_H; grdCntY++) {
for (uint32 grdCntX = 0; grdCntX < GRID_W; grdCntX++)
@@ -713,7 +713,7 @@ void SkyScreen::verticalMask(void) {
uint32 nLayerCnt = layerCnt;
while (SkyLogic::_scriptVariables[nLayerCnt + 3]) {
uint16 *scrGrid;
- scrGrid = (uint16*)SkyState::fetchItem(SkyLogic::_scriptVariables[layerCnt + 3]);
+ scrGrid = (uint16 *)SkyState::fetchItem(SkyLogic::_scriptVariables[layerCnt + 3]);
if (scrGrid[gridOfs]) {
vertMaskSub(scrGrid, gridOfs, screenPtr, layerCnt);
break;
@@ -745,7 +745,7 @@ void SkyScreen::showGrid(uint8 *gridBuf) {
for (uint16 cntx = 0; cntx < GAME_SCREEN_WIDTH >> 3; cntx++) {
if (!bitsLeft) {
bitsLeft = 32;
- gridData = *(uint32*)gridBuf;
+ gridData = *(uint32 *)gridBuf;
gridBuf += 4;
}
if (gridData & 0x80000000)