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authorColin Snover2017-11-08 16:41:29 -0600
committerColin Snover2017-11-10 09:57:03 -0600
commit972c45398679fb4e983d6092122939389487fa55 (patch)
treed2082b75f317e28a1de994fdcf75199931a0d998 /engines/bbvs/bbvs.cpp
parent51329c0dc6ee56d8b843f058aa3257ec9f30b71a (diff)
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BBVS: Remove all bit shifts of potentially negative integers
Previous patches that removed shifts of constant negative values to eliminate UB were valid, but did not correct all places where this engine was potentially bit shifting negative values. There is no reason to not just use multiplication and division and let the compiler make the right choice for optimisation for an architecture, so that is what this patch does.
Diffstat (limited to 'engines/bbvs/bbvs.cpp')
-rw-r--r--engines/bbvs/bbvs.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/engines/bbvs/bbvs.cpp b/engines/bbvs/bbvs.cpp
index 74518d5a3e..f5daa602ac 100644
--- a/engines/bbvs/bbvs.cpp
+++ b/engines/bbvs/bbvs.cpp
@@ -496,8 +496,8 @@ void BbvsEngine::buildDrawList(DrawList &drawList) {
Animation *anim = sceneObject->anim;
if (anim) {
drawList.add(anim->frameSpriteIndices[sceneObject->frameIndex],
- (sceneObject->x >> 16) - _cameraPos.x, (sceneObject->y >> 16) - _cameraPos.y,
- sceneObject->y >> 16);
+ (sceneObject->x / 65536) - _cameraPos.x, (sceneObject->y / 65536) - _cameraPos.y,
+ sceneObject->y / 65536);
}
}
@@ -774,8 +774,8 @@ void BbvsEngine::updateScene(bool clicked) {
SceneObject *sceneObject = &_sceneObjects[i];
if (sceneObject->anim) {
Common::Rect frameRect = sceneObject->anim->frameRects1[sceneObject->frameIndex];
- const int objY = sceneObject->y >> 16;
- frameRect.translate(sceneObject->x >> 16, objY);
+ const int objY = sceneObject->y / 65536;
+ frameRect.translate(sceneObject->x / 65536, objY);
if (lastPriority <= objY && frameRect.width() > 0 && frameRect.contains(_mousePos)) {
lastPriority = objY;
_activeItemIndex = i;
@@ -898,7 +898,7 @@ void BbvsEngine::updateScene(bool clicked) {
if (_beavisObject->anim) {
Common::Rect frameRect = _beavisObject->anim->frameRects2[_beavisObject->frameIndex];
- frameRect.translate(_beavisObject->x >> 16, (_beavisObject->y >> 16) + 1);
+ frameRect.translate(_beavisObject->x / 65536, (_beavisObject->y / 65536) + 1);
if (!frameRect.isEmpty() && frameRect.contains(_walkMousePos))
_walkMousePos.y = frameRect.bottom;
}
@@ -938,7 +938,7 @@ bool BbvsEngine::performActionCommand(ActionCommand *actionCommand) {
{
SceneObject *sceneObject = &_sceneObjects[actionCommand->sceneObjectIndex];
debug(5, "[%s] walks from (%d, %d) to (%d, %d)", sceneObject->sceneObjectDef->name,
- sceneObject->x >> 16, sceneObject->y >> 16, actionCommand->walkDest.x, actionCommand->walkDest.y);
+ sceneObject->x / 65536, sceneObject->y / 65536, actionCommand->walkDest.x, actionCommand->walkDest.y);
walkObject(sceneObject, actionCommand->walkDest, actionCommand->param);
}
return true;
@@ -946,8 +946,8 @@ bool BbvsEngine::performActionCommand(ActionCommand *actionCommand) {
case kActionCmdMoveObject:
{
SceneObject *sceneObject = &_sceneObjects[actionCommand->sceneObjectIndex];
- sceneObject->x = actionCommand->walkDest.x << 16;
- sceneObject->y = actionCommand->walkDest.y << 16;
+ sceneObject->x = actionCommand->walkDest.x * 65536;
+ sceneObject->y = actionCommand->walkDest.y * 65536;
sceneObject->xIncr = 0;
sceneObject->yIncr = 0;
sceneObject->walkCount = 0;
@@ -1074,7 +1074,7 @@ bool BbvsEngine::processCurrAction() {
if (sceneObject->walkDestPt.x != -1) {
debug(5, "waiting for walk to finish");
actionsFinished = false;
- } else if ((int16)(sceneObject->x >> 16) != soAction->walkDest.x || (int16)(sceneObject->y >> 16) != soAction->walkDest.y) {
+ } else if ((int16)(sceneObject->x / 65536) != soAction->walkDest.x || (int16)(sceneObject->y / 65536) != soAction->walkDest.y) {
debug(5, "starting to walk");
sceneObject->walkDestPt = soAction->walkDest;
actionsFinished = false;
@@ -1214,8 +1214,8 @@ void BbvsEngine::updateCommon() {
}
if (!_currAction && _buttheadObject) {
- int16 buttheadX = _buttheadObject->x >> 16;
- int16 buttheadY = _buttheadObject->y >> 16;
+ int16 buttheadX = _buttheadObject->x / 65536;
+ int16 buttheadY = _buttheadObject->y / 65536;
CameraInit *cameraInit = _gameModule->getCameraInit(_currCameraNum);
for (int i = 0; i < 8; ++i) {
if (cameraInit->rects[i].contains(buttheadX, buttheadY)) {
@@ -1252,8 +1252,8 @@ void BbvsEngine::updateCommon() {
// Check if Butthead is inside a scene exit
if (_newSceneNum == 0 && !_currAction && _buttheadObject) {
- int16 buttheadX = _buttheadObject->x >> 16;
- int16 buttheadY = _buttheadObject->y >> 16;
+ int16 buttheadX = _buttheadObject->x / 65536;
+ int16 buttheadY = _buttheadObject->y / 65536;
for (int i = 0; i < _gameModule->getSceneExitsCount(); ++i) {
SceneExit *sceneExit = _gameModule->getSceneExit(i);
if (sceneExit->rect.contains(buttheadX, buttheadY)) {