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Get rid of unused variables and removed them from the save data ; FloodFill.unk1C and _curExecScript.
Concerning _curExecScript, I checked several interpreters (even one with windex compiled in), the only function where it's used is runAllScripts. svn-id: r19977
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10936be5f6
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f6c6196295
@ -912,7 +912,7 @@ void ScummEngine::playActorSounds() {
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Actor *ScummEngine::derefActor(int id, const char *errmsg) const {
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if (id == 0)
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debugC(DEBUG_ACTORS, "derefActor(0, \"%s\") in script %d, opcode 0x%x",
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errmsg, vm.slot[_curExecScript].number, _opcode);
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errmsg, vm.slot[_currentScript].number, _opcode);
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if (id < 0 || id >= _numActors || _actors[id]._number != id) {
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if (errmsg)
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@ -926,11 +926,11 @@ Actor *ScummEngine::derefActor(int id, const char *errmsg) const {
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Actor *ScummEngine::derefActorSafe(int id, const char *errmsg) const {
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if (id == 0)
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debugC(DEBUG_ACTORS, "derefActorSafe(0, \"%s\") in script %d, opcode 0x%x",
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errmsg, vm.slot[_curExecScript].number, _opcode);
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errmsg, vm.slot[_currentScript].number, _opcode);
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if (id < 0 || id >= _numActors || _actors[id]._number != id) {
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debugC(DEBUG_ACTORS, "Invalid actor %d in %s (script %d, opcode 0x%x)",
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id, errmsg, vm.slot[_curExecScript].number, _opcode);
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id, errmsg, vm.slot[_currentScript].number, _opcode);
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return NULL;
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}
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return &_actors[id];
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@ -32,7 +32,6 @@ struct FloodFillParameters {
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int32 x;
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int32 y;
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int32 flags;
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int32 unk1C; /* unused */
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};
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struct FloodFillLine {
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@ -37,8 +37,8 @@
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namespace Scumm {
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ResExtractor::ResExtractor(ScummEngine_v70he *scumm) {
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_vm = scumm;
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ResExtractor::ResExtractor(ScummEngine_v70he *scumm)
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: _vm(scumm) {
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_fileName[0] = 0;
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memset(_cursorCache, 0, sizeof(_cursorCache));
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@ -701,7 +701,7 @@ void ScummEngine::saveOrLoad(Serializer *s) {
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MKARRAY_OLD(ScummEngine, _charsetData[0][0], sleByte, 10 * 16, VER(8), VER(9)),
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MKARRAY(ScummEngine, _charsetData[0][0], sleByte, 15 * 16, VER(10)),
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MKLINE(ScummEngine, _curExecScript, sleUint16, VER(8)),
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MK_OBSOLETE(ScummEngine, _curExecScript, sleUint16, VER(8), VER(62)),
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MKLINE(ScummEngine, camera._dest.x, sleInt16, VER(8)),
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MKLINE(ScummEngine, camera._dest.y, sleInt16, VER(8)),
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@ -1280,7 +1280,7 @@ void ScummEngine_v90he::saveOrLoad(Serializer *s) {
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MKLINE(FloodFillParameters, x, sleInt32, VER(51)),
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MKLINE(FloodFillParameters, y, sleInt32, VER(51)),
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MKLINE(FloodFillParameters, flags, sleInt32, VER(51)),
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MKLINE(FloodFillParameters, unk1C, sleInt32, VER(51)),
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MK_OBSOLETE(FloodFillParameters, unk1C, sleInt32, VER(51), VER(62)),
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MKEND()
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};
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@ -45,7 +45,7 @@ namespace Scumm {
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* only saves/loads those which are valid for the version of the savegame
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* which is being loaded/saved currently.
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*/
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#define CURRENT_VER 62
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#define CURRENT_VER 63
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/**
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* An auxillary macro, used to specify savegame versions. We use this instead
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@ -889,17 +889,13 @@ void ScummEngine::runAllScripts() {
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for (i = 0; i < NUM_SCRIPT_SLOT; i++)
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vm.slot[i].didexec = 0;
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// FIXME - why is _curExecScript?!? The only place it is ever set is here.
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// The outer world will only see it as consequence of the calls made in the following
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// for loop. But in that case, _curExecScript will be equal to _currentScript. Hence
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// it would seem we can replace all occurances of _curExecScript by _currentScript.
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_currentScript = 0xFF;
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int numCycles = (_heversion >= 90) ? VAR(VAR_NUM_SCRIPT_CYCLES) : 1;
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for (int cycle = 1; cycle <= numCycles; cycle++) {
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for (_curExecScript = 0; _curExecScript < NUM_SCRIPT_SLOT; _curExecScript++) {
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if (vm.slot[_curExecScript].cycle == cycle && vm.slot[_curExecScript].status == ssRunning && vm.slot[_curExecScript].didexec == 0) {
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_currentScript = (byte)_curExecScript;
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for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
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if (vm.slot[i].cycle == cycle && vm.slot[i].status == ssRunning && vm.slot[i].didexec == 0) {
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_currentScript = (byte)i;
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getScriptBaseAddress();
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getScriptEntryPoint();
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executeScript();
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@ -887,7 +887,7 @@ void ScummEngine_v100he::o100_floodFill() {
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_floodFillParams.flags = pop();
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break;
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case 67:
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_floodFillParams.unk1C = pop();
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pop();
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break;
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case 92:
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floodFill(&_floodFillParams, this);
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@ -1767,7 +1767,7 @@ void ScummEngine_v90he::o90_floodFill() {
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switch (subOp) {
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case 0:
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_floodFillParams.unk1C = pop();
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pop();
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break;
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case 3:
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memset(&_floodFillParams, 0, sizeof(_floodFillParams));
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@ -1104,7 +1104,6 @@ ScummEngine::ScummEngine(GameDetector *detector, OSystem *syst, const ScummGameS
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_scriptOrgPointer = NULL;
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_opcode = 0;
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vm.numNestedScripts = 0;
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_curExecScript = 0;
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_lastCodePtr = NULL;
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_resultVarNumber = 0;
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_scummStackPos = 0;
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@ -616,7 +616,6 @@ protected:
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uint32 _localScriptOffsets[1024];
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const byte *_scriptPointer, *_scriptOrgPointer;
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byte _opcode, _currentScript;
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uint16 _curExecScript;
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const byte * const *_lastCodePtr;
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int _resultVarNumber, _scummStackPos;
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int _vmStack[150];
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