From 5f52c44c14bf4c61ec8db6a57195992564fb22a5 Mon Sep 17 00:00:00 2001 From: belugas Date: Mon, 11 Aug 2008 20:06:57 +0000 Subject: [PATCH] (svn r14043) -Codechange: Rename a variable to a more obvious name. And a few comments added too. --- src/gfx.cpp | 38 ++++++++++++++++++++------------------ 1 file changed, 20 insertions(+), 18 deletions(-) diff --git a/src/gfx.cpp b/src/gfx.cpp index e9cc6242fe..3da6d25a24 100644 --- a/src/gfx.cpp +++ b/src/gfx.cpp @@ -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; }