diff options
Diffstat (limited to 'sword1/screen.cpp')
| -rw-r--r-- | sword1/screen.cpp | 24 | 
1 files changed, 14 insertions, 10 deletions
| diff --git a/sword1/screen.cpp b/sword1/screen.cpp index 076aa3cbb5..85708bc34f 100644 --- a/sword1/screen.cpp +++ b/sword1/screen.cpp @@ -221,6 +221,7 @@ void SwordScreen::updateScreen(void) {  }  void SwordScreen::newScreen(uint32 screen) { +	uint8 cnt;  	// set sizes and scrolling, initialize/load screengrid, force screen refresh  	_currentScreen = screen;  	_scrnSizeX = _roomDefTable[screen].sizeX; @@ -243,13 +244,13 @@ void SwordScreen::newScreen(uint32 screen) {  	_screenBuf = (uint8*)malloc(_scrnSizeX * _scrnSizeY);  	_screenGrid = (uint8*)malloc(_gridSizeX * _gridSizeY);  	memset(_screenGrid, 0x80, _gridSizeX * _gridSizeY); // force refresh -	for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) { +	for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) {  		// open and lock all resources, will be closed in quitScreen()  		_layerBlocks[cnt] = (uint8*)_resMan->openFetchRes(_roomDefTable[_currentScreen].layers[cnt]);  		if (cnt > 0)  			_layerBlocks[cnt] += sizeof(Header);  	} -	for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) { +	for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) {  		// there's no grid for the background layer, so it's totalLayers - 1  		_layerGrid[cnt] = (uint16*)_resMan->openFetchRes(_roomDefTable[_currentScreen].grids[cnt]);   		_layerGrid[cnt] += 14; @@ -265,9 +266,10 @@ void SwordScreen::newScreen(uint32 screen) {  }  void SwordScreen::quitScreen(void) { -	for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) +	uint8 cnt; +	for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++)  		_resMan->resClose(_roomDefTable[_currentScreen].layers[cnt]); -	for (uint8 cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++) +	for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers - 1; cnt++)  		_resMan->resClose(_roomDefTable[_currentScreen].grids[cnt]);  	if (_roomDefTable[_currentScreen].parallax[0])  		_resMan->resClose(_roomDefTable[_currentScreen].parallax[0]); @@ -276,6 +278,7 @@ void SwordScreen::quitScreen(void) {  }  void SwordScreen::draw(void) { +	uint8 cnt;  	if (_currentScreen == 54) {  		// rm54 has a BACKGROUND parallax layer in parallax[0]  		if (_parallax[0]) @@ -292,15 +295,15 @@ void SwordScreen::draw(void) {  	} else  		memcpy(_screenBuf, _layerBlocks[0], _scrnSizeX * _scrnSizeY); -	for (uint8 cnt = 0; cnt < _backLength; cnt++) +	for (cnt = 0; cnt < _backLength; cnt++)  		processImage(_backList[cnt]); -	for (uint8 cnt = 0; cnt < _sortLength - 1; cnt++) +	for (cnt = 0; cnt < _sortLength - 1; cnt++)  		for (uint8 sCnt = 0; sCnt < _sortLength - 1; sCnt++)  			if (_sortList[sCnt].y > _sortList[sCnt + 1].y) {  				SWAP(_sortList[sCnt], _sortList[sCnt + 1]);  			} -	for (uint8 cnt = 0; cnt < _sortLength; cnt++) +	for (cnt = 0; cnt < _sortLength; cnt++)  		processImage(_sortList[cnt].id);  	if ((_currentScreen != 54) && _parallax[0]) @@ -308,7 +311,7 @@ void SwordScreen::draw(void) {  	if (_parallax[1])  		renderParallax(_parallax[1]); -	for (uint8 cnt = 0; cnt < _foreLength; cnt++) +	for (cnt = 0; cnt < _foreLength; cnt++)  		processImage(_foreList[cnt]);  	_backLength = _sortLength = _foreLength = 0; @@ -543,7 +546,8 @@ void SwordScreen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 sca  	uint32 oldRow = 0;  	uint8 *destPos = dest; -	for (uint16 lnCnt = 0; lnCnt < resHeight; lnCnt++) { +	uint16 lnCnt; +	for (lnCnt = 0; lnCnt < resHeight; lnCnt++) {  		while (oldRow < (newRow >> 8)) {  			oldRow++;  			src += width; @@ -554,7 +558,7 @@ void SwordScreen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 sca  		newRow += step;  	}  	// scaled, now stipple shadows if there are any -	for (uint16 lnCnt = 0; lnCnt < resHeight; lnCnt++) { +	for (lnCnt = 0; lnCnt < resHeight; lnCnt++) {  		uint16 xCnt = lnCnt & 1;  		destPos = dest + lnCnt * resWidth + (lnCnt & 1);  		while (xCnt < resWidth) { | 
