From 258901bab96f0050385a9912c8ea0fe2a41b2d6f Mon Sep 17 00:00:00 2001 From: Nicola Mettifogo Date: Wed, 19 Sep 2007 08:40:12 +0000 Subject: Merged common/stdafx.h into common/scummsys.h. All referencing files have been updated. svn-id: r28966 --- engines/scumm/costume.cpp | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) (limited to 'engines/scumm/costume.cpp') diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp index ac61d39d25..83fa71e7b6 100644 --- a/engines/scumm/costume.cpp +++ b/engines/scumm/costume.cpp @@ -23,7 +23,7 @@ * */ -#include "common/stdafx.h" + #include "scumm/scumm.h" #include "scumm/actor.h" #include "scumm/costume.h" @@ -72,7 +72,7 @@ static const int v1MMNESLookup[25] = { 0x02, 0x00, 0x07, 0x0C, 0x04, 0x09, 0x0A, 0x12, 0x0B, 0x14, 0x0D, 0x11, 0x0F, 0x0E, 0x10, - 0x17, 0x00, 0x01, 0x05, 0x16 + 0x17, 0x00, 0x01, 0x05, 0x16 }; @@ -383,7 +383,7 @@ void ClassicCostumeRenderer::procC64(Codec1 &v1, int actor) { while (len--) { if (!rep) color = *src++; - + if (0 <= y && y < _out.h && 0 <= v1.x && v1.x < _out.w) { if (!_mirror) { LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6); @@ -446,7 +446,7 @@ void ClassicCostumeRenderer::proc3(Codec1 &v1) { do { if (_scaleY == 255 || v1.scaletable[scaleIndexY++] < _scaleY) { masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit)); - + if (color && !masked) { if (_shadow_mode & 0x20) { pcolor = _shadow_table[*dst]; @@ -513,7 +513,7 @@ void ClassicCostumeRenderer::proc3_ami(Codec1 &v1) { do { if (_scaleY == 255 || v1.scaletable[_scaleIndexY] < _scaleY) { masked = (y < 0 || y >= _out.h) || (v1.x < 0 || v1.x >= _out.w) || (v1.mask_ptr && (mask[0] & maskbit)); - + if (color && !masked) { *dst = _palette[color]; } @@ -593,8 +593,8 @@ void ClassicCostumeLoader::loadCostume(int id) { error("Costume %d with format 0x%X is invalid", id, _format); } - - // In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte. + + // In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte. // Don't forget, these games were designed around a fixed 16 color HW palette :-) // In addition, all offsets are shifted by 2; we accomodate that via a separate // _baseptr value (instead of adding tons of if's throughout the code). @@ -715,7 +715,7 @@ byte ClassicCostumeRenderer::drawLimb(const Actor *a, int limb) { // Determine the position the limb is at i = cost.curpos[limb] & 0x7FFF; - + // Get the frame pointer for that limb frameptr = _loaded._baseptr + READ_LE_UINT16(_loaded._frameOffsets + limb * 2); @@ -900,12 +900,12 @@ byte ClassicCostumeLoader::increaseAnim(Actor *a, int slot) { i = a->_cost.curpos[slot] & 0x7FFF; end = a->_cost.end[slot]; code = _animCmds[i] & 0x7F; - + if (_vm->_game.version <= 3) { if (_animCmds[i] & 0x80) a->_cost.soundCounter++; } - + do { if (!highflag) { if (i++ >= end) @@ -1054,7 +1054,7 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) { int xpos = 0; int ypos = _loaded._maxHeight - offsetY; - + if (flipped) { if (offsetX) xpos += (offsetX-1) * 8; -- cgit v1.2.3