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Diffstat (limited to 'sword1/screen.cpp')
-rw-r--r--sword1/screen.cpp24
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) {