diff options
Diffstat (limited to 'engines/m4/assets.cpp')
-rw-r--r-- | engines/m4/assets.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/engines/m4/assets.cpp b/engines/m4/assets.cpp index 0488f17d8f..1dbf9e79c7 100644 --- a/engines/m4/assets.cpp +++ b/engines/m4/assets.cpp @@ -152,7 +152,7 @@ void SpriteAsset::loadM4SpriteAsset(M4Engine *vm, Common::SeekableReadStream* st // Load & unpack RLE data if it's not a streaming animation if (frame.stream != 1) { - + frame.frame = new M4Sprite(stream, frame.x, frame.y, frame.w, frame.h, true, frame.comp); #if 0 char fn[512]; @@ -191,7 +191,7 @@ void SpriteAsset::loadMadsSpriteAsset(M4Engine *vm, Common::SeekableReadStream* int numColors = 0; RGB8 *palData = Palette::decodeMadsPalette(spriteStream, &numColors); Common::copy(palData, &palData[numColors], &_palette[0]); - if (numColors < 256) + if (numColors < 256) Common::set_to((byte *)&_palette[numColors], (byte *)&_palette[256], 0); _colorCount = numColors; delete[] palData; @@ -241,7 +241,7 @@ int32 SpriteAsset::parseSprite(bool isBigEndian) { uint32 numColors = (!isBigEndian) ? _stream->readUint32LE() : _stream->readUint32BE(); // TODO //if (palette) { - // TODO: A sprite set palette specifies the indexes, which need not start at + // TODO: A sprite set palette specifies the indexes, which need not start at // index 0. For now, I'm simply preloading the currently active palette // before starting to replace existing entries @@ -321,7 +321,7 @@ RGBList *SpriteAsset::getRgbList() { } void SpriteAsset::translate(RGBList *list, bool isTransparent) { - for (int frameIndex = 0; frameIndex < _frameCount; ++frameIndex) + for (int frameIndex = 0; frameIndex < _frameCount; ++frameIndex) _frames[frameIndex].frame->translate(list, isTransparent); } @@ -329,7 +329,7 @@ int32 SpriteAsset::getFrameSize(int index) { /* if (index + 1 == _frameCount) { } else { - + } */ return _frameOffsets[index + 1] - _frameOffsets[index]; @@ -417,7 +417,7 @@ bool AssetManager::loadAsset(const char *assetName, RGB8 *palette) { // Until loading code is complete, so that chunks not fully read are skipped correctly uint32 nextOfs = assetS->pos() + chunkSize; - + switch (chunkType) { case CHUNK_MACH: printf("MACH\n"); @@ -484,7 +484,7 @@ int32 AssetManager::addSpriteAsset(const char *assetName, int32 hash, RGB8 *pale printf("AssetManager::addSpriteAsset() asset %s not loaded, loading into %d\n", assetName, hash); clearAssets(kAssetTypeCELS, hash, hash); - + Common::SeekableReadStream *assetS = _vm->res()->get(assetName); _CELS[hash] = new SpriteAsset(_vm, assetS, assetS->size(), assetName); _vm->res()->toss(assetName); |