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Diffstat (limited to 'engines/m4/assets.cpp')
-rw-r--r--engines/m4/assets.cpp14
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);