[Scummvm-cvs-logs] CVS: scummvm sound.cpp,1.49,1.50 costume.cpp,1.25,1.26

Lionel Ulmer bbrox at users.sourceforge.net
Fri Apr 19 10:40:53 CEST 2002


Update of /cvsroot/scummvm/scummvm
In directory usw-pr-cvs1:/tmp/cvs-serv7710

Modified Files:
	sound.cpp costume.cpp 
Log Message:
Fixed other warnings and removed ^M in costume.cpp.



Index: sound.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sound.cpp,v
retrieving revision 1.49
retrieving revision 1.50
diff -C2 -d -r1.49 -r1.50
*** sound.cpp	19 Apr 2002 16:56:58 -0000	1.49
--- sound.cpp	19 Apr 2002 17:06:07 -0000	1.50
***************
*** 604,608 ****
  	unsigned char buffer[8192];
  	unsigned int buflen = 0;
! 	int count = 0, result = 0;
  
  	// See if we find the track in the cache
--- 604,608 ----
  	unsigned char buffer[8192];
  	unsigned int buflen = 0;
! 	int count = 0;
  
  	// See if we find the track in the cache

Index: costume.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/costume.cpp,v
retrieving revision 1.25
retrieving revision 1.26
diff -C2 -d -r1.25 -r1.26
*** costume.cpp	19 Apr 2002 15:34:35 -0000	1.25
--- costume.cpp	19 Apr 2002 17:06:08 -0000	1.26
***************
*** 690,792 ****
  
  void CostumeRenderer::proc_special(Actor *a, byte mask2)
! {
! 	byte *mask, *src, *dst, *dstorg;
! 	byte maskbit, len, height, pcolor, width;
! 	uint y;
! 	int color;
! 	int t;
! 
! 	byte shadow1;
! 	byte shadow2;
! 	byte shadow3;
! 	byte shadow4;
! 	byte shadow5;
! 
! 	shadow1=a->shadow_mode & 0x80;
! 	shadow2=a->shadow_mode & 0x40;
! 	shadow3=a->shadow_mode & 0x20;
! 	shadow4=a->shadow_mode & 0x10;
! 	shadow5=a->shadow_mode & 0x0F;
! 
! 	mask = _mask_ptr = _mask_ptr_dest;
! 	maskbit = revBitMask[_xpos & 7];
! 	y = _ypos;
! 
! 	mask = _mask_ptr_dest;
! 	dstorg = dst = _backbuff_ptr;
! 	height = _height2;
! 	width = _width2;
! 	len = _replen;
! 	color = _repcolor;
! 	src = _srcptr;
! 
! 	if(_mirror == 0)
! 		shadow5=-shadow5;
! 
! 	maskbit = revBitMask[_xpos & 7];
! 
! 	dst = _backbuff_ptr;
! 
! 	if(mask2 !=0 && mask2 < 3)
! 		_imgbufoffs = 0;
! 
! 	if (_docontinue)
! 		goto StartPos;
! 
! 	do {
! 		len = *src++;
! 		color = len >> _shrval;
! 		len &= _maskval;
! 		if (!len)
! 			len = *src++;
! 
! 		do { // ok
! 			if (cost_scaleTable[_scaleIndexY++] < _scaleY) {
! 				if (color && y < _outheight) {
! 					if (!mask2 || (mask2 && !((*mask | mask[_imgbufoffs]) & maskbit)))
! 					{
! 						if(shadow3 == 0)
! 						{
! 							pcolor = _palette[color];
! 							if (pcolor != 13)
! 								goto proc_special_end;
! 
! 						}
! 						if(shadow2 != 0)
! 						{
! 							warning("proc_special: shadow2 unimplemented");
! 						}
! 						else // we don't need all the random stuff, just the background copy
! 						{
! 							pcolor=_vm->_proc_special_palette[*dst];
! 						}
! proc_special_end:;			*dst = pcolor;
! 					}
! 				}
! 				dst += 320;
! 				mask += 40;
! 				y++;
! 			}
! 			if (!--height) {
! 				if (!--width)
! 					return;
! 				height = _height;
! 				y = _ypostop;
! 				_scaleIndexY = _scaleIndexYTop;
! 				t = _scaleIndexX;
! 				_scaleIndexX = t + _scaleIndexXStep;
! 				if (cost_scaleTable[t] < _scaleX) {
! 					_xpos += _scaleIndexXStep;
! 					if (_xpos >= 320)
! 						return;
! 					maskbit = revBitMask[_xpos & 7];
! 					_backbuff_ptr += _scaleIndexXStep;
! 				}
! 				dst = _backbuff_ptr;
! 				mask = _mask_ptr + (_xpos >> 3);
! 			}
! 		StartPos:;
! 		} while (--len);
! 	} while (1);
  	
  }
--- 690,793 ----
  
  void CostumeRenderer::proc_special(Actor *a, byte mask2)
! {
! 	byte *mask, *src, *dst, *dstorg;
! 	byte maskbit, len, height, pcolor, width;
! 	uint y;
! 	int color;
! 	int t;
! 
! 	byte shadow1;
! 	byte shadow2;
! 	byte shadow3;
! 	byte shadow4;
! 	byte shadow5;
! 
! 	shadow1=a->shadow_mode & 0x80;
! 	shadow2=a->shadow_mode & 0x40;
! 	shadow3=a->shadow_mode & 0x20;
! 	shadow4=a->shadow_mode & 0x10;
! 	shadow5=a->shadow_mode & 0x0F;
! 
! 	mask = _mask_ptr = _mask_ptr_dest;
! 	maskbit = revBitMask[_xpos & 7];
! 	y = _ypos;
! 
! 	mask = _mask_ptr_dest;
! 	dstorg = dst = _backbuff_ptr;
! 	height = _height2;
! 	width = _width2;
! 	len = _replen;
! 	color = _repcolor;
! 	src = _srcptr;
! 
! 	if(_mirror == 0)
! 		shadow5=-shadow5;
! 
! 	maskbit = revBitMask[_xpos & 7];
! 
! 	dst = _backbuff_ptr;
! 
! 	if(mask2 !=0 && mask2 < 3)
! 		_imgbufoffs = 0;
! 
! 	if (_docontinue)
! 		goto StartPos;
! 
! 	do {
! 		len = *src++;
! 		color = len >> _shrval;
! 		len &= _maskval;
! 		if (!len)
! 			len = *src++;
! 
! 		do { // ok
! 			if (cost_scaleTable[_scaleIndexY++] < _scaleY) {
! 				if (color && y < _outheight) {
! 					if (!mask2 || (mask2 && !((*mask | mask[_imgbufoffs]) & maskbit)))
! 					{
! 						if(shadow3 == 0)
! 						{
! 							pcolor = _palette[color];
! 							if (pcolor != 13)
! 								goto proc_special_end;
! 
! 						}
! 						if(shadow2 != 0)
! 						{
! 							warning("proc_special: shadow2 unimplemented");
! 							pcolor = 0;
! 						}
! 						else // we don't need all the random stuff, just the background copy
! 						{
! 							pcolor=_vm->_proc_special_palette[*dst];
! 						}
! proc_special_end:;			*dst = pcolor;
! 					}
! 				}
! 				dst += 320;
! 				mask += 40;
! 				y++;
! 			}
! 			if (!--height) {
! 				if (!--width)
! 					return;
! 				height = _height;
! 				y = _ypostop;
! 				_scaleIndexY = _scaleIndexYTop;
! 				t = _scaleIndexX;
! 				_scaleIndexX = t + _scaleIndexXStep;
! 				if (cost_scaleTable[t] < _scaleX) {
! 					_xpos += _scaleIndexXStep;
! 					if (_xpos >= 320)
! 						return;
! 					maskbit = revBitMask[_xpos & 7];
! 					_backbuff_ptr += _scaleIndexXStep;
! 				}
! 				dst = _backbuff_ptr;
! 				mask = _mask_ptr + (_xpos >> 3);
! 			}
! 		StartPos:;
! 		} while (--len);
! 	} while (1);
  	
  }
***************
*** 847,854 ****
  			return 0;
  
! 		i = cd->curpos[slot] & 0x7FFF;
  
  		_frameptr =
! 			_loaded._ptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + slot * 2 + 10);
  
  		code = _loaded._dataptr[i] & 0x7F;
--- 848,855 ----
  			return 0;
  
! 		i = cd->curpos[slot] & 0x7FFF;
  
  		_frameptr =
! 			_loaded._ptr + READ_LE_UINT16(_loaded._ptr + _loaded._numColors + slot * 2 + 10);
  
  		code = _loaded._dataptr[i] & 0x7F;





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