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cleanup
svn-id: r10235
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51703e1014
commit
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@ -221,10 +221,10 @@ static _barData bars[O_GRID_SIZE+EXTRA_GRID_SIZE]; // because extra bars will be
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static _nodeData node[O_GRID_SIZE+EXTRA_GRID_SIZE];
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// area for extra route data to block parts of floors and enable routing round mega charaters
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static int32 nExtraBars = 0;
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static int32 nExtraNodes = 0;
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static _barData extraBars[EXTRA_GRID_SIZE];
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static _nodeData extraNode[EXTRA_GRID_SIZE];
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static int32 nExtraBars = 0;
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static int32 nExtraNodes = 0;
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static _barData extraBars[EXTRA_GRID_SIZE];
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static _nodeData extraNode[EXTRA_GRID_SIZE];
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static int32 startX;
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static int32 startY;
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@ -240,45 +240,45 @@ static _pathData modularPath[O_ROUTE_SIZE];
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static int32 routeLength;
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int32 framesPerStep;
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int32 framesPerChar;
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static int32 framesPerStep;
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static int32 framesPerChar;
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uint8 nWalkFrames; // no. of frames per walk cycle
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uint8 usingStandingTurnFrames; // any standing turn frames?
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uint8 usingWalkingTurnFrames; // any walking turn frames?
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uint8 usingSlowInFrames; // any slow-in frames?
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uint8 usingSlowOutFrames; // any slow-out frames?
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int32 dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int32 dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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int8 modX[NO_DIRECTIONS];
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int8 modY[NO_DIRECTIONS];
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int32 diagonalx = 0;
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int32 diagonaly = 0;
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static uint8 nWalkFrames; // no. of frames per walk cycle
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static uint8 usingStandingTurnFrames; // any standing turn frames?
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static uint8 usingWalkingTurnFrames; // any walking turn frames?
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static uint8 usingSlowInFrames; // any slow-in frames?
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static uint8 usingSlowOutFrames; // any slow-out frames?
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static int32 dx[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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static int32 dy[NO_DIRECTIONS + MAX_FRAMES_PER_CHAR];
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static int8 modX[NO_DIRECTIONS];
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static int8 modY[NO_DIRECTIONS];
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static int32 diagonalx = 0;
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static int32 diagonaly = 0;
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int32 firstStandFrame;
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static int32 firstStandFrame;
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int32 firstStandingTurnLeftFrame;
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int32 firstStandingTurnRightFrame;
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static int32 firstStandingTurnLeftFrame;
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static int32 firstStandingTurnRightFrame;
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int32 firstWalkingTurnLeftFrame; // left walking turn
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int32 firstWalkingTurnRightFrame; // right walking turn
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static int32 firstWalkingTurnLeftFrame; // left walking turn
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static int32 firstWalkingTurnRightFrame; // right walking turn
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uint32 firstSlowInFrame[NO_DIRECTIONS];
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uint32 numberOfSlowInFrames[NO_DIRECTIONS];
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static uint32 firstSlowInFrame[NO_DIRECTIONS];
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static uint32 numberOfSlowInFrames[NO_DIRECTIONS];
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uint32 leadingLeg[NO_DIRECTIONS];
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static uint32 leadingLeg[NO_DIRECTIONS];
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int32 firstSlowOutFrame;
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int32 numberOfSlowOutFrames; // number of slow-out frames on for each leading-leg in each direction
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static int32 firstSlowOutFrame;
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static int32 numberOfSlowOutFrames; // number of slow-out frames on for each leading-leg in each direction
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int32 stepCount;
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static int32 stepCount;
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int32 moduleX;
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int32 moduleY;
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int32 currentDir;
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int32 lastCount;
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int32 frame;
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static int32 moduleX;
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static int32 moduleY;
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static int32 currentDir;
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static int32 lastCount;
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static int32 frame;
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// ie. total number of slow-out frames = (numberOfSlowOutFrames * 2 * NO_DIRECTIONS)
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@ -186,16 +186,16 @@ void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc)
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// set up the g_header
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// 'checksum' gets filled in last of all
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sprintf(g_header.description, "%s", (char*)desc); // player's description of savegame
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sprintf(g_header.description, "%s", (char*)desc); // player's description of savegame
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g_header.varLength = res_man.Res_fetch_len(1); // length of global variables resource
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g_header.screenId = this_screen.background_layer_id; // resource id of current screen file
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g_header.screenId = this_screen.background_layer_id; // resource id of current screen file
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g_header.runListId = LLogic.Return_run_list(); // resource id of current run-list
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g_header.feet_x = this_screen.feet_x; // those scroll position control things
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g_header.feet_y = this_screen.feet_y; //
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g_header.music_id = looping_music_id; // id of currently looping music (or zero)
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g_header.music_id = looping_music_id; // id of currently looping music (or zero)
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// object hub
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memcpy (&g_header.player_hub, res_man.Res_open(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub));
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memcpy(&g_header.player_hub, res_man.Res_open(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub));
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res_man.Res_close(CUR_PLAYER_ID);
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// logic, graphic & mega structures
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@ -207,13 +207,13 @@ void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc)
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#ifdef SCUMM_BIG_ENDIAN
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converHeaderEndian(g_header);
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#endif
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memcpy( buffer->ad, &g_header, sizeof(g_header) ); // copy the header to the savegame buffer
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memcpy(buffer->ad, &g_header, sizeof(g_header)); // copy the header to the savegame buffer
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//------------------------------------------------------
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// copy the global variables to the buffer
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varsRes = res_man.Res_open(1); // open variables resource
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memcpy( buffer->ad + sizeof(g_header), varsRes, FROM_LE_32(g_header.varLength) ); // copy that to the buffer, following the header
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memcpy(buffer->ad + sizeof(g_header), varsRes, FROM_LE_32(g_header.varLength)); // copy that to the buffer, following the header
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#ifdef SCUMM_BIG_ENDIAN
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uint32 *globalVars = (uint32 *)(buffer->ad + sizeof(g_header));
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const uint numVars = FROM_LE_32(g_header.varLength)/4;
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