diff options
Diffstat (limited to 'scumm/gfx.cpp')
-rw-r--r-- | scumm/gfx.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp index e2a82af20a..4aff8bbaa0 100644 --- a/scumm/gfx.cpp +++ b/scumm/gfx.cpp @@ -55,7 +55,7 @@ static const int8 shake_positions[NUM_SHAKE_POSITIONS] = { }; /** - * The following structs define four basic fades/transitions used by + * The following structs define four basic fades/transitions used by * transitionEffect(), each looking differently to the user. * Note that the stripTables contain strip numbers, and they assume * that the screen has 40 vertical strips (i.e. 320 pixel), and 25 horizontal @@ -65,7 +65,7 @@ static const int8 shake_positions[NUM_SHAKE_POSITIONS] = { * code won't work correctly in COMI. Also, the number of iteration depends * on min(vertStrips, horizStrips}. So the 13 is derived from 25/2, rounded up. * And the 25 = min(25,40). Hence for Zak256 instead of 13 and 25, the values - * 15 and 30 should be used, and for COMI probably 30 and 60. + * 15 and 30 should be used, and for COMI probably 30 and 60. */ struct TransitionEffect { byte numOfIterations; @@ -447,7 +447,7 @@ void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int botto const int y = vs->topline + top - _vm->_screenTop; const int height = bottom - top; - // Compute screen etc. buffer pointers + // Compute screen etc. buffer pointers const byte *src = vs->getPixels(x, top); byte *dst = _compositeBuf + x + y * _vm->_screenWidth; const byte *text = (byte *)_textSurface.pixels + x + y * _textSurface.pitch; @@ -468,7 +468,7 @@ void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int botto // Compose the text over the game graphics for (int h = 0; h < height; ++h) { for (int w = 0; w < width; ++w) { - if (text[w] == CHARSET_MASK_TRANSPARENCY) + if (text[w] == CHARSET_MASK_TRANSPARENCY) dst[w] = src[w]; else dst[w] = text[w]; @@ -1161,7 +1161,7 @@ void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int wi // dificult to draw only parts of a room/object. We handle the V2 graphics // differently from all other (newer) graphic formats for this reason. // - if (_vm->_version == 2) + if (_vm->_version == 2) drawBitmapV2Helper(ptr, vs, x, y, width, height, stripnr, numstrip, table); while (numstrip--) { @@ -1281,7 +1281,7 @@ void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int wi } #if 0 - // HACK: blit mask(s) onto normal screen. Useful to debug masking + // HACK: blit mask(s) onto normal screen. Useful to debug masking for (i = 0; i < numzbuf; i++) { mask_ptr = getMaskBuffer(x, y, i); byte *dst = backbuff_ptr; @@ -1312,7 +1312,7 @@ next_iter: * Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds * used throughout in 7.2+ HE versions. * - * TODO: This function essentially is a stripped down & special cased version of + * TODO: This function essentially is a stripped down & special cased version of * the generic Gdi::drawBitmap() method. We might consider merging those two. */ void Gdi::drawBMAPBg(const byte *ptr, VirtScreen *vs, int startstrip, int width) { @@ -1640,7 +1640,7 @@ void Gdi::decompressAuxImage(uint8 *dst1, uint8 *dst2, int dstPitch, const Commo code >>= 1; dec_sub1: dst1Ptr += code; dst2Ptr += code; - w -= code; + w -= code; } else if (code & 2) { code = (code >> 2) + 1; dec_sub2: w -= code; @@ -1662,7 +1662,7 @@ dec_sub3: w -= code; } else { code += w; memcpy(dst1Ptr, dst2Ptr, code); - } + } } } |