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-rw-r--r--sword1/logic.cpp2
-rw-r--r--sword1/router.cpp18
-rw-r--r--sword1/screen.cpp21
3 files changed, 19 insertions, 22 deletions
diff --git a/sword1/logic.cpp b/sword1/logic.cpp
index 508413417f..c569847c3a 100644
--- a/sword1/logic.cpp
+++ b/sword1/logic.cpp
@@ -1431,7 +1431,7 @@ int SwordLogic::fnIsFacing(BsObject *cpt, int32 id, int32 targetId, int32 b, int
int32 lookDir = whatTarget(x, y, cpt->o_xcoord, cpt->o_ycoord);
lookDir -= dir;
- lookDir = abs(lookDir);
+ lookDir = ABS(lookDir);
if (lookDir > 4)
lookDir = 8 - lookDir;
diff --git a/sword1/router.cpp b/sword1/router.cpp
index e575c9575c..4ba29a4921 100644
--- a/sword1/router.cpp
+++ b/sword1/router.cpp
@@ -704,7 +704,7 @@ int32 SwordRouter::SlidyPath()
stepY = stepY * scale;
stepX = stepX >> 19;// quarter a step minimum
stepY = stepY >> 19;
- if ((abs(deltaX)>=abs(stepX)) && (abs(deltaY)>=abs(stepY)))
+ if ((ABS(deltaX)>=ABS(stepX)) && (ABS(deltaY)>=ABS(stepY)))
{
modularPath[slidy].x = smoothPath[smooth].x;
modularPath[slidy].y = smoothPath[smooth].y;
@@ -936,7 +936,7 @@ void SwordRouter::SlidyWalkAnimator(WalkData *walkAnim)
lastErrorY = modularPath[p].y - walkAnim[stepCount-7].y;
if (stepX==0)
{
- if (3*abs(lastErrorY) < abs(errorY)) //the last stop was closest
+ if (3*ABS(lastErrorY) < ABS(errorY)) //the last stop was closest
{
stepCount -= framesPerStep;
if (left == 0)
@@ -947,7 +947,7 @@ void SwordRouter::SlidyWalkAnimator(WalkData *walkAnim)
}
else
{
- if (3*abs(lastErrorX) < abs(errorX)) //the last stop was closest
+ if (3*ABS(lastErrorX) < ABS(errorX)) //the last stop was closest
{
stepCount -= framesPerStep;
if (left == 0)
@@ -1187,7 +1187,7 @@ int32 SwordRouter::SolidPath()
stepY = stepY * scale;
stepX = stepX >> 16;
stepY = stepY >> 16;
- if ((abs(deltaX)>=abs(stepX)) && (abs(deltaY)>=abs(stepY)))
+ if ((ABS(deltaX)>=ABS(stepX)) && (ABS(deltaY)>=ABS(stepY)))
{
modularPath[solid].x = smoothPath[smooth].x;
modularPath[solid].y = smoothPath[smooth].y;
@@ -1677,13 +1677,13 @@ int32 SwordRouter::Scan(int32 level)
x2 = node[k].x;
y2 = node[k].y;
- if (abs(x2-x1)>(4.5*abs(y2-y1)))
+ if (ABS(x2-x1)>(4.5*ABS(y2-y1)))
{
- distance = (8*abs(x2-x1)+18*abs(y2-y1))/(54*8)+1;
+ distance = (8*ABS(x2-x1)+18*ABS(y2-y1))/(54*8)+1;
}
else
{
- distance = (6*abs(x2-x1)+36*abs(y2-y1))/(36*14)+1;
+ distance = (6*ABS(x2-x1)+36*ABS(y2-y1))/(36*14)+1;
}
if ((distance + node[i].dist < node[nnodes].dist) && (distance + node[i].dist < node[k].dist))
@@ -2629,9 +2629,9 @@ int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY) {
int signY = (deltaY > 0);
int slope;
- if ( (abs(deltaY) * DIAGONALX ) < (abs(deltaX) * DIAGONALY / 2))
+ if ( (ABS(deltaY) * DIAGONALX ) < (ABS(deltaX) * DIAGONALY / 2))
slope = 0;// its flat
- else if ( (abs(deltaY) * DIAGONALX / 2) > (abs(deltaX) * DIAGONALY ) )
+ else if ( (ABS(deltaY) * DIAGONALX / 2) > (ABS(deltaX) * DIAGONALY ) )
slope = 2;// its vertical
else
slope = 1;// its diagonal
diff --git a/sword1/screen.cpp b/sword1/screen.cpp
index 69f9e247ac..19543c1c6a 100644
--- a/sword1/screen.cpp
+++ b/sword1/screen.cpp
@@ -288,13 +288,10 @@ void SwordScreen::spritesAndParallax(void) {
for (uint8 cnt = 0; cnt < _backLength; cnt++)
processImage(_backList[cnt]);
- SortSpr temp;
for (uint8 cnt = 0; cnt < _sortLength - 1; cnt++)
for (uint8 sCnt = 0; sCnt < _sortLength - 1; sCnt++)
if (_sortList[sCnt].y > _sortList[sCnt + 1].y) {
- temp = _sortList[sCnt];
- _sortList[sCnt] = _sortList[sCnt + 1];
- _sortList[sCnt + 1] = temp;
+ SWAP(_sortList[sCnt], _sortList[sCnt + 1]);
}
for (uint8 cnt = 0; cnt < _sortLength; cnt++)
processImage(_sortList[cnt].id);
@@ -748,8 +745,8 @@ void SwordScreen::hline(uint16 x1, uint16 x2, uint16 y) {
void SwordScreen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
- ddx = abs(x2 - x1);
- ddy = abs(y2 - y1) << 1;
+ ddx = ABS(x2 - x1);
+ ddy = ABS(y2 - y1) << 1;
e = ddx - ddy;
ddx <<= 1;
@@ -772,8 +769,8 @@ void SwordScreen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
void SwordScreen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
- ddx = abs(x2 - x1) << 1;
- ddy = abs(y2 - y1);
+ ddx = ABS(x2 - x1) << 1;
+ ddy = ABS(y2 - y1);
e = ddy - ddx;
ddy <<= 1;
@@ -796,8 +793,8 @@ void SwordScreen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
void SwordScreen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
- ddx = abs(x1 - x2) << 1;
- ddy = abs(y2 - y1);
+ ddx = ABS(x1 - x2) << 1;
+ ddy = ABS(y2 - y1);
e = ddy - ddx;
ddy <<= 1;
@@ -820,8 +817,8 @@ void SwordScreen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
void SwordScreen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
int x, y, ddx, ddy, e;
- ddy = abs(y2 - y1) << 1;
- ddx = abs(x1 - x2);
+ ddy = ABS(y2 - y1) << 1;
+ ddx = ABS(x1 - x2);
e = ddx - ddy;
ddx <<= 1;