(svn r14043) -Codechange: Rename a variable to a more obvious name. And a few comments added too.

pull/155/head
belugas 16 years ago
parent ba3d49df40
commit eb461386ce

@ -1003,7 +1003,6 @@ void DoPaletteAnimations()
{
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
const Colour *s;
Colour *d;
/* Amount of colors to be rotated.
* A few more for the DOS palette, because the water colors are
* 245-254 for DOS and 217-226 for Windows. */
@ -1018,14 +1017,16 @@ void DoPaletteAnimations()
_palette_animation_counter = 0;
}
d = &_cur_palette[PALETTE_ANIM_SIZE_START];
memcpy(old_val, d, c * sizeof(*old_val));
Colour *palette_pos = &_cur_palette[PALETTE_ANIM_SIZE_START]; // Points to where animations are taking place on the palette
/* Makes a copy of the current anmation palette in old_val,
* so the work on the current palette could be compared, see if there has been any changes */
memcpy(old_val, palette_pos, c * sizeof(*old_val));
/* Dark blue water */
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_TOY : ev->dark_water;
j = EXTR(320, 5);
for (i = 0; i != 5; i++) {
*d++ = s[j];
*palette_pos++ = s[j];
j++;
if (j == 5) j = 0;
}
@ -1034,7 +1035,7 @@ void DoPaletteAnimations()
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_TOY : ev->glitter_water;
j = EXTR(128, 15);
for (i = 0; i != 5; i++) {
*d++ = s[j];
*palette_pos++ = s[j];
j += 3;
if (j >= 15) j -= 15;
}
@ -1043,7 +1044,7 @@ void DoPaletteAnimations()
s = ev->fizzy_drink;
j = EXTR2(512, 5);
for (i = 0; i != 5; i++) {
*d++ = s[j];
*palette_pos++ = s[j];
j++;
if (j == 5) j = 0;
}
@ -1052,7 +1053,7 @@ void DoPaletteAnimations()
s = ev->oil_ref;
j = EXTR2(512, 7);
for (i = 0; i != 7; i++) {
*d++ = s[j];
*palette_pos++ = s[j];
j++;
if (j == 7) j = 0;
}
@ -1065,26 +1066,26 @@ void DoPaletteAnimations()
(v = 255, i < 0x3f) ||
(v = 128, i < 0x4A || i >= 0x75) ||
(v = 20);
d->r = v;
d->g = 0;
d->b = 0;
d++;
palette_pos->r = v;
palette_pos->g = 0;
palette_pos->b = 0;
palette_pos++;
i ^= 0x40;
(v = 255, i < 0x3f) ||
(v = 128, i < 0x4A || i >= 0x75) ||
(v = 20);
d->r = v;
d->g = 0;
d->b = 0;
d++;
palette_pos->r = v;
palette_pos->g = 0;
palette_pos->b = 0;
palette_pos++;
}
/* Handle lighthouse and stadium animation */
s = ev->lighthouse;
j = EXTR(256, 4);
for (i = 0; i != 4; i++) {
*d++ = s[j];
*palette_pos++ = s[j];
j++;
if (j == 4) j = 0;
}
@ -1095,7 +1096,7 @@ void DoPaletteAnimations()
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_TOY : ev->dark_water;
j = EXTR(320, 5);
for (i = 0; i != 5; i++) {
*d++ = s[j];
*palette_pos++ = s[j];
j++;
if (j == 5) j = 0;
}
@ -1104,7 +1105,7 @@ void DoPaletteAnimations()
s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_TOY : ev->glitter_water;
j = EXTR(128, 15);
for (i = 0; i != 5; i++) {
*d++ = s[j];
*palette_pos++ = s[j];
j += 3;
if (j >= 15) j -= 15;
}
@ -1114,6 +1115,7 @@ void DoPaletteAnimations()
_palette_animation_counter = old_tc;
} else {
if (memcmp(old_val, &_cur_palette[PALETTE_ANIM_SIZE_START], c * sizeof(*old_val)) != 0) {
/* Did we changed anything on the palette? Seems so. Mark it as dirty */
_pal_first_dirty = PALETTE_ANIM_SIZE_START;
_pal_count_dirty = c;
}

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