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author | Torbjörn Andersson | 2003-10-08 06:58:34 +0000 |
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committer | Torbjörn Andersson | 2003-10-08 06:58:34 +0000 |
commit | 7adf0ff1fcd4e22c957455bb4ab7e24dc7a07e72 (patch) | |
tree | 3650f00c071e450850d0720a48fbadd707bb168e /sword2/build_display.cpp | |
parent | c630856470f771972e3c10a34532d61ed518c717 (diff) | |
download | scummvm-rg350-7adf0ff1fcd4e22c957455bb4ab7e24dc7a07e72.tar.gz scummvm-rg350-7adf0ff1fcd4e22c957455bb4ab7e24dc7a07e72.tar.bz2 scummvm-rg350-7adf0ff1fcd4e22c957455bb4ab7e24dc7a07e72.zip |
Some more cosmetic changes while I'm considering the next move. (Or maybe
I'm just hoping that if I stall long enough, someone else will make the
move for me. :-)
svn-id: r10676
Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r-- | sword2/build_display.cpp | 62 |
1 files changed, 23 insertions, 39 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index a0c3abfabc..60f122e641 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -244,7 +244,7 @@ void Build_display(void) { // walkgrid, mouse & player markers & mouse area // rectangle - Draw_debug_graphics(); // JAMES (08apr97) + Draw_debug_graphics(); // --------------------------------------------------- // text blocks @@ -408,31 +408,25 @@ void RemoveMsg(void) { } void Send_back_par0_frames(void) { - uint32 j; - // could be none at all - theoretically at least - for (j = 0; j < cur_bgp0; j++) { + for (uint i = 0; i < cur_bgp0; i++) { // frame attached to 1st background parallax - Process_image(&bgp0_list[j]); + Process_image(&bgp0_list[i]); } } void Send_back_par1_frames(void) { - uint32 j; - // could be none at all - theoretically at least - for (j = 0; j < cur_bgp1; j++) { - // frame attached to 1nd background parallax - Process_image(&bgp1_list[j]); + for (uint i = 0; i < cur_bgp1; i++) { + // frame attached to 2nd background parallax + Process_image(&bgp1_list[i]); } } void Send_back_frames(void) { - uint32 j; - // could be none at all - theoretically at least - for (j = 0; j < cur_back; j++) { - Process_image(&back_list[j]); + for (uint i = 0; i < cur_back; i++) { + Process_image(&back_list[i]); } } @@ -440,48 +434,40 @@ void Send_sort_frames(void) { // send the sort frames for printing - layers, shrinkers & normal flat // sprites - uint32 j; - // could be none at all - theoretically at least - for (j = 0; j < cur_sort; j++) { - if (sort_list[sort_order[j]].layer_number) { + for (uint i = 0; i < cur_sort; i++) { + if (sort_list[sort_order[i]].layer_number) { // its a layer - minus 1 for true layer number // we need to know from the buildit because the layers // will have been sorted in random order - Process_layer(sort_list[sort_order[j]].layer_number - 1); + Process_layer(sort_list[sort_order[i]].layer_number - 1); } else { // sprite - Process_image(&sort_list[sort_order[j]]); + Process_image(&sort_list[sort_order[i]]); } } } void Send_fore_frames(void) { - uint32 j; - // could be none at all - theoretically at least - for (j = 0; j < cur_fore; j++) { - Process_image(&fore_list[j]); + for (uint i = 0; i < cur_fore; i++) { + Process_image(&fore_list[i]); } } void Send_fore_par0_frames(void) { - uint32 j; - // could be none at all - theoretically at least - for (j = 0; j < cur_fgp0; j++) { + for (uint i = 0; i < cur_fgp0; i++) { // frame attached to 1st foreground parallax - Process_image(&fgp0_list[j]); + Process_image(&fgp0_list[i]); } } void Send_fore_par1_frames(void) { - uint32 j; - // could be none at all - theoretically at least - for (j = 0; j < cur_fgp1; j++) { + for (uint i = 0; i < cur_fgp1; i++) { // frame attached to 2nd foreground parallax - Process_image(&fgp1_list[j]); + Process_image(&fgp1_list[i]); } } @@ -633,7 +619,6 @@ void Process_image(buildit *build_unit) { } #endif - #ifdef _SWORD2_DEBUG if (SYSTEM_TESTING_ANIMS) { // see anims.cpp // bring the anim into the visible screen @@ -691,8 +676,8 @@ void Reset_render_lists(void) { if (cur_sort) { // there are some layers - so rebuild the sort order // positioning - for (uint j = 0; j < cur_sort; j++) - sort_order[j] = j; //rebuild the order list + for (uint i = 0; i < cur_sort; i++) + sort_order[i] = i; //rebuild the order list } } @@ -705,7 +690,6 @@ void Sort_the_sort_list(void) { for (uint i = 0; i < cur_sort - 1; i++) { for (uint j = 0; j < cur_sort - 1; j++) { - //this > next then swap if (sort_list[sort_order[j]].sort_y > sort_list[sort_order[j + 1]].sort_y) { SWAP(sort_order[j], sort_order[j + 1]); } @@ -819,7 +803,7 @@ void Register_frame(int32 *params, buildit *build_unit) { // passed a mouse structure, so add to the mouse_list ob_mouse = (Object_mouse *) params[0]; - // only if 'pointer' isn't NULL (James13feb97) + // only if 'pointer' isn't NULL if (ob_mouse->pointer) { #ifdef _SWORD2_DEBUG if (cur_mouse == TOTAL_mouse_list) @@ -866,7 +850,7 @@ int32 FN_register_frame(int32 *params) { // 1 pointer to graphic structure // 2 pointer to mega structure or NULL if not a mega - Object_graphic *ob_graph = (Object_graphic *) params[1]; + Object_graphic *ob_graph = (Object_graphic *) params[1]; // check low word for sprite type switch (ob_graph->type & 0x0000ffff) { @@ -1080,7 +1064,7 @@ void SetFullPalette(int32 palRes) { Con_fatal_error("FN_set_palette() called with invalid resource!"); #endif - file = (uint8*) (head + 1); + file = (uint8 *) (head + 1); // always set colour 0 to black because most background screen // palettes have a bright colour 0 although it should come out |