mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
Removed some stray spaces
svn-id: r15205
This commit is contained in:
+9
-9
@@ -55,7 +55,7 @@ static const int8 shake_positions[NUM_SHAKE_POSITIONS] = {
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};
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/**
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* The following structs define four basic fades/transitions used by
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* The following structs define four basic fades/transitions used by
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* transitionEffect(), each looking differently to the user.
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* Note that the stripTables contain strip numbers, and they assume
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* that the screen has 40 vertical strips (i.e. 320 pixel), and 25 horizontal
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@@ -65,7 +65,7 @@ static const int8 shake_positions[NUM_SHAKE_POSITIONS] = {
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* code won't work correctly in COMI. Also, the number of iteration depends
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* on min(vertStrips, horizStrips}. So the 13 is derived from 25/2, rounded up.
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* And the 25 = min(25,40). Hence for Zak256 instead of 13 and 25, the values
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* 15 and 30 should be used, and for COMI probably 30 and 60.
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* 15 and 30 should be used, and for COMI probably 30 and 60.
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*/
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struct TransitionEffect {
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byte numOfIterations;
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@@ -447,7 +447,7 @@ void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int botto
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const int y = vs->topline + top - _vm->_screenTop;
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const int height = bottom - top;
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// Compute screen etc. buffer pointers
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// Compute screen etc. buffer pointers
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const byte *src = vs->getPixels(x, top);
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byte *dst = _compositeBuf + x + y * _vm->_screenWidth;
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const byte *text = (byte *)_textSurface.pixels + x + y * _textSurface.pitch;
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@@ -468,7 +468,7 @@ void Gdi::drawStripToScreen(VirtScreen *vs, int x, int width, int top, int botto
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// Compose the text over the game graphics
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for (int h = 0; h < height; ++h) {
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for (int w = 0; w < width; ++w) {
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if (text[w] == CHARSET_MASK_TRANSPARENCY)
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if (text[w] == CHARSET_MASK_TRANSPARENCY)
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dst[w] = src[w];
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else
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dst[w] = text[w];
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@@ -1161,7 +1161,7 @@ void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int wi
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// dificult to draw only parts of a room/object. We handle the V2 graphics
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// differently from all other (newer) graphic formats for this reason.
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//
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if (_vm->_version == 2)
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if (_vm->_version == 2)
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drawBitmapV2Helper(ptr, vs, x, y, width, height, stripnr, numstrip, table);
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while (numstrip--) {
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@@ -1281,7 +1281,7 @@ void Gdi::drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int wi
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}
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#if 0
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// HACK: blit mask(s) onto normal screen. Useful to debug masking
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// HACK: blit mask(s) onto normal screen. Useful to debug masking
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for (i = 0; i < numzbuf; i++) {
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mask_ptr = getMaskBuffer(x, y, i);
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byte *dst = backbuff_ptr;
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@@ -1312,7 +1312,7 @@ next_iter:
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* Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds
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* used throughout in 7.2+ HE versions.
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*
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* TODO: This function essentially is a stripped down & special cased version of
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* TODO: This function essentially is a stripped down & special cased version of
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* the generic Gdi::drawBitmap() method. We might consider merging those two.
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*/
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void Gdi::drawBMAPBg(const byte *ptr, VirtScreen *vs, int startstrip, int width) {
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@@ -1640,7 +1640,7 @@ void Gdi::decompressAuxImage(uint8 *dst1, uint8 *dst2, int dstPitch, const Commo
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code >>= 1;
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dec_sub1: dst1Ptr += code;
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dst2Ptr += code;
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w -= code;
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w -= code;
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} else if (code & 2) {
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code = (code >> 2) + 1;
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dec_sub2: w -= code;
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@@ -1662,7 +1662,7 @@ dec_sub3: w -= code;
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} else {
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code += w;
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memcpy(dst1Ptr, dst2Ptr, code);
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}
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}
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}
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}
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