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authorStrangerke2016-10-23 23:28:48 +0200
committerEugene Sandulenko2017-01-25 22:42:02 +0100
commita032005efb77801e7d0ebe76e2b7b84449b8764e (patch)
treeb8e9cae6a91645a097e9c3d8d1388f8292e69648
parentf09d3a58736e5002e9e2b47f31fcca4792d7000e (diff)
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CRYO: Reduce some variable scopes, remove some useless variables
-rw-r--r--engines/cryo/eden.cpp202
1 files changed, 94 insertions, 108 deletions
diff --git a/engines/cryo/eden.cpp b/engines/cryo/eden.cpp
index 1d28279843..69241eb826 100644
--- a/engines/cryo/eden.cpp
+++ b/engines/cryo/eden.cpp
@@ -4077,15 +4077,13 @@ void EdenGame::prechargephrases(int16 vid) {
}
void EdenGame::effet1() {
- debug(__FUNCTION__);
int x, y;
- int16 i;
int16 dy, ny;
rectanglenoir32();
if (!_doubledScreen) {
setRS1(0, 0, 16 - 1, 4 - 1);
y = p_mainview->_normal._dstTop;
- for (i = 16; i <= 96; i += 4) {
+ for (int16 i = 16; i <= 96; i += 4) {
for (x = p_mainview->_normal._dstLeft; x < p_mainview->_normal._dstLeft + 320; x += 16) {
setRD1(x, y + i, x + 16 - 1, y + i + 4 - 1);
CLBlitter_CopyViewRect(p_view2, &ScreenView, &rect_src, &rect_dst);
@@ -4098,7 +4096,7 @@ void EdenGame::effet1() {
} else {
setRS1(0, 0, 16 * 2 - 1, 4 * 2 - 1);
y = p_mainview->_zoom._dstTop;
- for (i = 16 * 2; i <= 96 * 2; i += 4 * 2) {
+ for (int16 i = 16 * 2; i <= 96 * 2; i += 4 * 2) {
for (x = p_mainview->_zoom._dstLeft; x < p_mainview->_zoom._dstLeft + 320 * 2; x += 16 * 2) {
setRD1(x, y + i, x + 16 * 2 - 1, y + i + 4 * 2 - 1);
CLBlitter_CopyViewRect(p_view2, &ScreenView, &rect_src, &rect_dst);
@@ -4113,7 +4111,7 @@ void EdenGame::effet1() {
p_mainview->_zoom._height = 4;
ny = p_mainview->_normal._dstTop;
dy = p_mainview->_zoom._dstTop;
- for (i = 0; i < 100; i += 2) {
+ for (int16 i = 0; i < 100; i += 2) {
p_mainview->_normal._srcTop = 99 - i;
p_mainview->_zoom._srcTop = 99 - i;
p_mainview->_normal._dstTop = 99 - i + ny;
@@ -4137,43 +4135,37 @@ void EdenGame::effet1() {
}
void EdenGame::effet2() {
- debug(__FUNCTION__);
+ static int16 pattern1[] = {0, 1, 2, 3, 7, 11, 15, 14, 13, 12, 8, 4, 5, 6, 10, 9};
+ static int16 pattern2[] = {0, 15, 1, 14, 2, 13, 3, 12, 7, 8, 11, 4, 5, 10, 6, 9};
+ static int16 pattern3[] = {0, 2, 5, 7, 8, 10, 13, 15, 1, 3, 4, 6, 9, 11, 12, 14};
+ static int16 pattern4[] = {0, 3, 15, 12, 1, 7, 14, 8, 2, 11, 13, 4, 5, 6, 10, 9};
+
static int eff2pat = 0;
if (p_global->ff_103 == 69) {
effet4();
return;
}
switch (++eff2pat) {
- case 1: {
- static int16 pattern[] = {0, 1, 2, 3, 7, 11, 15, 14, 13, 12, 8, 4, 5, 6, 10, 9};
- colimacon(pattern);
+ case 1:
+ colimacon(pattern1);
break;
- }
- case 2: {
- static int16 pattern[] = {0, 15, 1, 14, 2, 13, 3, 12, 7, 8, 11, 4, 5, 10, 6, 9};
- colimacon(pattern);
+ case 2:
+ colimacon(pattern2);
break;
- }
- case 3: {
- static int16 pattern[] = {0, 2, 5, 7, 8, 10, 13, 15, 1, 3, 4, 6, 9, 11, 12, 14};
- colimacon(pattern);
+ case 3:
+ colimacon(pattern3);
break;
- }
- case 4: {
- static int16 pattern[] = {0, 3, 15, 12, 1, 7, 14, 8, 2, 11, 13, 4, 5, 6, 10, 9};
- colimacon(pattern);
+ case 4:
+ colimacon(pattern4);
eff2pat = 0;
break;
}
- }
}
void EdenGame::effet3() {
- debug(__FUNCTION__);
- uint16 i, c;
CLPalette_GetLastPalette(oldPalette);
- for (i = 0; i < 6; i++) {
- for (c = 0; c < 256; c++) {
+ for (uint16 i = 0; i < 6; i++) {
+ for (uint16 c = 0; c < 256; c++) {
newColor.r = oldPalette[c].r >> i;
newColor.g = oldPalette[c].g >> i;
newColor.b = oldPalette[c].b >> i;
@@ -4183,8 +4175,8 @@ void EdenGame::effet3() {
wait(1);
}
CLBlitter_CopyView2Screen(p_mainview);
- for (i = 0; i < 6; i++) {
- for (c = 0; c < 256; c++) {
+ for (uint16 i = 0; i < 6; i++) {
+ for (uint16 c = 0; c < 256; c++) {
newColor.r = global_palette[c].r >> (5 - i);
newColor.g = global_palette[c].g >> (5 - i);
newColor.b = global_palette[c].b >> (5 - i);
@@ -4198,18 +4190,18 @@ void EdenGame::effet3() {
void EdenGame::effet4() {
debug(__FUNCTION__);
byte *scr, *pix, *r24, *r25, *r30, c;
- int16 i;
int16 x, y;
- int16 w, h, ww;
int16 r17, r23, r16, r18, r19, r22, r27, r31;
CLPalette_Send2Screen(global_palette, 0, 256);
- w = ScreenView._width;
- h = ScreenView._height;
- ww = ScreenView._pitch;
+
+// Unused
+// int16 w = ScreenView._width;
+// int16 h = ScreenView._height;
+ int16 ww = ScreenView._pitch;
if (!_doubledScreen) {
x = p_mainview->_normal._dstLeft;
y = p_mainview->_normal._dstTop;
- for (i = 32; i > 0; i -= 2) {
+ for (int16 i = 32; i > 0; i -= 2) {
scr = ScreenView._bufferPtr;
scr += (y + 16) * ww + x;
pix = p_mainview->_bufferPtr + 16 * 640;
@@ -4273,7 +4265,7 @@ void EdenGame::effet4() {
} else {
x = p_mainview->_zoom._dstLeft;
y = p_mainview->_zoom._dstTop;
- for (i = 32; i > 0; i -= 2) {
+ for (int16 i = 32; i > 0; i -= 2) {
scr = ScreenView._bufferPtr;
scr += (y + 16 * 2) * ww + x;
pix = p_mainview->_bufferPtr + 16 * 640;
@@ -4339,18 +4331,19 @@ void EdenGame::effet4() {
void EdenGame::ClearScreen() {
byte *scr;
- int16 x, y, xx, yy;
- int16 w, h, ww;
- w = ScreenView._width;
- h = ScreenView._height;
- ww = ScreenView._pitch;
+ int16 x, y;
+
+// Unused
+// int16 w = ScreenView._width;
+// int16 h = ScreenView._height;
+ int16 ww = ScreenView._pitch;
if (!_doubledScreen) {
x = p_mainview->_normal._dstLeft;
y = p_mainview->_normal._dstTop;
scr = ScreenView._bufferPtr;
scr += (y + 16) * ww + x;
- for (yy = 0; yy < 160; yy++) {
- for (xx = 0; xx < 320; xx++)
+ for (int16 yy = 0; yy < 160; yy++) {
+ for (int16 xx = 0; xx < 320; xx++)
*scr++ = 0;
scr += ww - 320;
}
@@ -4359,8 +4352,8 @@ void EdenGame::ClearScreen() {
y = p_mainview->_zoom._dstTop;
scr = ScreenView._bufferPtr;
scr += (y + 32) * ww + x;
- for (yy = 0; yy < 160; yy++) {
- for (xx = 0; xx < 320; xx++) {
+ for (int16 yy = 0; yy < 160; yy++) {
+ for (int16 xx = 0; xx < 320; xx++) {
scr[0] = 0;
scr[1] = 0;
scr[ww] = 0;
@@ -4376,20 +4369,21 @@ void EdenGame::ClearScreen() {
void EdenGame::colimacon(int16 pattern[16]) {
byte *scr, *pix;
int16 x, y;
- int16 w, h, ww;
- int16 i, j, p, r27, r25;
- w = ScreenView._width;
- h = ScreenView._height;
- ww = ScreenView._pitch;
+ int16 p, r27, r25;
+
+// Unused
+// int16 w = ScreenView._width;
+// int16 h = ScreenView._height;
+ int16 ww = ScreenView._pitch;
if (!_doubledScreen) {
x = p_mainview->_normal._dstLeft;
y = p_mainview->_normal._dstTop;
scr = ScreenView._bufferPtr;
scr += (y + 16) * ww + x;
- for (i = 0; i < 16; i++) {
+ for (int16 i = 0; i < 16; i++) {
p = pattern[i];
r27 = p % 4 + p / 4 * ww;
- for (j = 0; j < 320 * 160 / 16; j++)
+ for (int16 j = 0; j < 320 * 160 / 16; j++)
scr[j / (320 / 4) * ww * 4 + j % (320 / 4) * 4 + r27] = 0;
CLBlitter_UpdateScreen();
wait(1);
@@ -4399,10 +4393,10 @@ void EdenGame::colimacon(int16 pattern[16]) {
y = p_mainview->_zoom._dstTop;
scr = ScreenView._bufferPtr;
scr += (y + 16 * 2) * ww + x;
- for (i = 0; i < 16; i++) {
+ for (int16 i = 0; i < 16; i++) {
p = pattern[i];
r27 = p % 4 * 2 + p / 4 * ww * 2;
- for (j = 0; j < 320 * 160 / 16; j++) {
+ for (int16 j = 0; j < 320 * 160 / 16; j++) {
byte *sc = &scr[j / (320 / 4) * ww * 4 * 2 + j % (320 / 4) * 4 * 2 + r27];
sc[0] = 0;
sc[1] = 0;
@@ -4420,11 +4414,11 @@ void EdenGame::colimacon(int16 pattern[16]) {
pix += 640 * 16;
scr = ScreenView._bufferPtr;
scr += (y + 16) * ww + x;
- for (i = 0; i < 16; i++) {
+ for (int16 i = 0; i < 16; i++) {
p = pattern[i];
r25 = p % 4 + p / 4 * 640;
r27 = p % 4 + p / 4 * ww;
- for (j = 0; j < 320 * 160 / 16; j++)
+ for (int16 j = 0; j < 320 * 160 / 16; j++)
scr[j / (320 / 4) * ww * 4 + j % (320 / 4) * 4 + r27] =
pix[j / (320 / 4) * 640 * 4 + j % (320 / 4) * 4 + r25];
CLBlitter_UpdateScreen();
@@ -4437,11 +4431,11 @@ void EdenGame::colimacon(int16 pattern[16]) {
pix += 640 * 16;
scr = ScreenView._bufferPtr;
scr += (y + 16 * 2) * ww + x;
- for (i = 0; i < 16; i++) {
+ for (int16 i = 0; i < 16; i++) {
p = pattern[i];
r25 = p % 4 + p / 4 * 640;
r27 = p % 4 * 2 + p / 4 * ww * 2;
- for (j = 0; j < 320 * 160 / 16; j++) {
+ for (int16 j = 0; j < 320 * 160 / 16; j++) {
byte c = pix[j / (320 / 4) * 640 * 4 + j % (320 / 4) * 4 + r25];
byte *sc = &scr[j / (320 / 4) * ww * 4 * 2 + j % (320 / 4) * 4 * 2 + r27];
sc[0] = c;
@@ -4455,10 +4449,9 @@ void EdenGame::colimacon(int16 pattern[16]) {
}
void EdenGame::fadetoblack(int delay) {
- int16 i, j;
CLPalette_GetLastPalette(oldPalette);
- for (i = 0; i < 6; i++) {
- for (j = 0; j < 256; j++) {
+ for (int16 i = 0; i < 6; i++) {
+ for (int16 j = 0; j < 256; j++) {
newColor.r = oldPalette[j].r >> i;
newColor.g = oldPalette[j].g >> i;
newColor.b = oldPalette[j].b >> i;
@@ -4470,10 +4463,9 @@ void EdenGame::fadetoblack(int delay) {
}
void EdenGame::fadetoblack128(int delay) {
- int16 i, j;
CLPalette_GetLastPalette(oldPalette);
- for (i = 0; i < 6; i++) {
- for (j = 0; j < 129; j++) { //TODO: wha?
+ for (int16 i = 0; i < 6; i++) {
+ for (int16 j = 0; j < 129; j++) { //TODO: wha?
newColor.r = oldPalette[j].r >> i;
newColor.g = oldPalette[j].g >> i;
newColor.b = oldPalette[j].b >> i;
@@ -4485,9 +4477,8 @@ void EdenGame::fadetoblack128(int delay) {
}
void EdenGame::fadefromblack128(int delay) {
- int16 i, j;
- for (i = 0; i < 6; i++) {
- for (j = 0; j < 129; j++) { //TODO: wha?
+ for (int16 i = 0; i < 6; i++) {
+ for (int16 j = 0; j < 129; j++) { //TODO: wha?
newColor.r = global_palette[j].r >> (5 - i);
newColor.g = global_palette[j].g >> (5 - i);
newColor.b = global_palette[j].b >> (5 - i);
@@ -4500,9 +4491,8 @@ void EdenGame::fadefromblack128(int delay) {
void EdenGame::rectanglenoir32() {
// blacken 32x32 rectangle
- int i;
int *pix = (int *)p_view2_buf;
- for (i = 0; i < 32; i++) {
+ for (int16 i = 0; i < 32; i++) {
pix[0] = 0;
pix[1] = 0;
pix[2] = 0;
@@ -4530,24 +4520,23 @@ void EdenGame::setRD1(int16 sx, int16 sy, int16 ex, int16 ey) {
}
void EdenGame::wait(int howlong) {
- int t2, t = TickCount();
+ int t = TickCount();
#ifdef EDEN_DEBUG
howlong *= 10;
#endif
- for (t2 = t; t2 - t < howlong; t2 = TickCount()) g_system->delayMillis(10); // waste time
+ for (int t2 = t; t2 - t < howlong; t2 = TickCount())
+ g_system->delayMillis(10); // waste time
}
void EdenGame::effetpix() {
- debug(__FUNCTION__);
byte *scr, *pix;
int16 x, y;
- int16 w, h, ww;
int16 r25, r18, r31, r30; //TODO: change to xx/yy
- byte r24, r23; //TODO: change to p0/p1
- int16 r26, r27, r20;
- w = ScreenView._width;
- h = ScreenView._height;
- ww = ScreenView._pitch;
+
+// Unused
+// int16 w = ScreenView._width;
+// int16 h = ScreenView._height;
+ int16 ww = ScreenView._pitch;
r25 = ww * 80;
r18 = 640 * 80;
pix = p_mainview->_bufferPtr + 16 * 640;
@@ -4563,9 +4552,9 @@ void EdenGame::effetpix() {
scr += (y + 16 * 2) * ww + x;
r25 *= 2;
}
- r20 = 0x4400; //TODO
- r27 = 1;
- r26 = 0;
+ int16 r20 = 0x4400; //TODO
+ int16 r27 = 1;
+ int16 r26 = 0;
do {
char r8 = r27 & 1;
r27 >>= 1;
@@ -4613,27 +4602,27 @@ void EdenGame::effetpix() {
if (r27 < 320 * 80) {
r31 = r27 / 320;
r30 = r27 % 320;
- r24 = pix[r31 * 640 + r30];
- r23 = pix[r31 * 640 + r18 + r30];
+ byte p0 = pix[r31 * 640 + r30];
+ byte p1 = pix[r31 * 640 + r18 + r30];
if (_doubledScreen) {
r31 *= 2;
r30 *= 2;
- scr[r31 * ww + r30] = r24;
- scr[r31 * ww + r30 + 1] = r24;
- scr[r31 * ww + r25 + r30] = r23;
- scr[r31 * ww + r25 + r30 + 1] = r23;
+ scr[r31 * ww + r30] = p0;
+ scr[r31 * ww + r30 + 1] = p0;
+ scr[r31 * ww + r25 + r30] = p1;
+ scr[r31 * ww + r25 + r30 + 1] = p1;
r31++;
- scr[r31 * ww + r30] = r24;
- scr[r31 * ww + r30 + 1] = r24;
- scr[r31 * ww + r25 + r30] = r23;
- scr[r31 * ww + r25 + r30 + 1] = r23;
+ scr[r31 * ww + r30] = p0;
+ scr[r31 * ww + r30 + 1] = p0;
+ scr[r31 * ww + r25 + r30] = p1;
+ scr[r31 * ww + r25 + r30 + 1] = p1;
if (++r26 == 960) {
wait(1);
r26 = 0;
}
} else {
- scr[r31 * ww + r30] = r24;
- scr[r31 * ww + r25 + r30] = r23;
+ scr[r31 * ww + r30] = p0;
+ scr[r31 * ww + r25 + r30] = p1;
if (++r26 == 960) {
CLBlitter_UpdateScreen();
wait(1);
@@ -4648,23 +4637,22 @@ void EdenGame::effetpix() {
////// datfile.c
void EdenGame::verifh(void *ptr) {
byte sum = 0;
- byte *data;
byte *head = (byte *)ptr;
- uint16 h0, h3;
- int16 i;
- char h2;
- for (i = 0; i < 6; i++)
+
+ for (int8 i = 0; i < 6; i++)
sum += *head++;
+
if (sum != 0xAB)
return;
+
debug("* Begin unpacking resource");
head -= 6;
- h0 = PLE16(head);
+ uint16 h0 = PLE16(head);
head += 2;
- h2 = *head++;
- h3 = PLE16(head);
+ char unused = *head++;
+ uint16 h3 = PLE16(head);
head += 2;
- data = h0 + head + 26;
+ byte *data = h0 + head + 26;
h3 -= 6;
head += h3;
for (; h3; h3--)
@@ -4773,8 +4761,7 @@ int EdenGame::ssndfl(uint16 num) {
#if 1
void EdenGame::ConvertIcons(icon_t *icon, int count) {
- int i;
- for (i = 0; i < count; i++, icon++) {
+ for (int i = 0; i < count; i++, icon++) {
icon->sx = BE16(icon->sx);
icon->sy = BE16(icon->sy);
icon->ex = BE16(icon->ex);
@@ -4786,15 +4773,14 @@ void EdenGame::ConvertIcons(icon_t *icon, int count) {
}
void EdenGame::ConvertLinks(room_t *room, int count) {
- int i;
- for (i = 0; i < count; i++, room++) {
+ for (int i = 0; i < count; i++, room++) {
room->bank = BE16(room->bank);
room->party = BE16(room->party);
}
}
void EdenGame::ConvertMacToPC() {
- // Conert all mac (big-endian) resources to native format
+ // Convert all mac (big-endian) resources to native format
ConvertIcons(gameIcons, 136);
ConvertLinks(gameRooms, 424);
// Array of longs
@@ -4810,6 +4796,7 @@ void EdenGame::loadpermfiles() {
{
// Since PC version stores hotspots and rooms info in the executable, load them from premade resource file
Common::File f;
+
if (f.open("led.dat")) {
const int kNumIcons = 136;
const int kNumRooms = 424;
@@ -4818,8 +4805,7 @@ void EdenGame::loadpermfiles() {
f.read(gameIcons, kNumIcons * sizeof(icon_t));
f.read(gameRooms, kNumRooms * sizeof(room_t));
f.close();
- }
- else
+ } else
error("Can not load aux data");
}
break;