ref: 80e217edf30c14d569a0798f1e946f59da382ec0
parent: b3843d596c6daf204aba5b806acfd224f969d445
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Nov 15 15:24:53 EST 2019
Clean-up Fade.cpp
--- a/src/Fade.cpp
+++ b/src/Fade.cpp
@@ -23,18 +23,18 @@
static FADE gFade;
static unsigned long mask_color;
-void InitFade()
+void InitFade(void)
{
memset(&gFade, 0, sizeof(FADE));
mask_color = GetCortBoxColor(RGB(0, 0, 0x20));
}
-void SetFadeMask()
+void SetFadeMask(void)
{
gFade.bMask = TRUE;
}
-void ClearFade()
+void ClearFade(void)
{
gFade.bMask = FALSE;
gFade.mode = 0;
@@ -42,14 +42,17 @@
void StartFadeOut(signed char dir)
{
+ int x;
+ int y;
+
gFade.mode = 2;
gFade.count = 0;
gFade.dir = dir;
gFade.bMask = FALSE;
- for (int y = 0; y < FADE_HEIGHT; y++)
+ for (y = 0; y < FADE_HEIGHT; ++y)
{
- for (int x = 0; x < FADE_WIDTH; x++)
+ for (x = 0; x < FADE_WIDTH; ++x)
{
gFade.ani_no[y][x] = 0;
gFade.flag[y][x] = FALSE;
@@ -67,9 +70,9 @@
gFade.dir = dir;
gFade.bMask = TRUE;
- for (y = 0; y < FADE_HEIGHT; y++)
+ for (y = 0; y < FADE_HEIGHT; ++y)
{
- for (x = 0; x < FADE_WIDTH; x++)
+ for (x = 0; x < FADE_WIDTH; ++x)
{
gFade.ani_no[y][x] = 15;
gFade.flag[y][x] = FALSE;
@@ -76,10 +79,10 @@
}
}
- x = x; // x is assigned to itself. Thanks, Pixel. (Most likely, the original code wasn't written the exact same way)
+ x = x; // This probably doesn't match the original source code, but it produces the same assembly
}
-void ProcFade()
+void ProcFade(void)
{
int x;
int y;
@@ -90,93 +93,65 @@
switch (gFade.dir)
{
case 0:
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if ((FADE_WIDTH - 1) - gFade.count == x)
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
case 2:
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if (gFade.count == x)
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
case 1:
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if ((FADE_HEIGHT - 1) - gFade.count == y)
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
case 3:
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if (gFade.count == y)
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
case 4:
- for (y = 0; y < (FADE_HEIGHT / 2); y++)
- {
- for (x = 0; x < (FADE_WIDTH / 2); x++)
- {
+ for (y = 0; y < (FADE_HEIGHT / 2); ++y)
+ for (x = 0; x < (FADE_WIDTH / 2); ++x)
if (gFade.count == x + y)
gFade.flag[y][x] = TRUE;
- }
- }
- for (y = 0; y < (FADE_HEIGHT / 2); y++)
- {
- for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; x++)
- {
+
+ for (y = 0; y < (FADE_HEIGHT / 2); ++y)
+ for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x)
if (gFade.count == y + ((FADE_WIDTH - 1) - x))
gFade.flag[y][x] = TRUE;
- }
- }
- for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < (FADE_WIDTH / 2); x++)
- {
+
+ for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y)
+ for (x = 0; x < (FADE_WIDTH / 2); ++x)
if (gFade.count == x + ((FADE_HEIGHT - 1) - y))
gFade.flag[y][x] = TRUE;
- }
- }
- for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; y++)
- {
- for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; x++)
- {
+
+ for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y)
+ for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x)
if (gFade.count == ((FADE_WIDTH - 1) - x) + ((FADE_HEIGHT - 1) - y))
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
}
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if (gFade.ani_no[y][x] < 15 && gFade.flag[y][x])
++gFade.ani_no[y][x];
- }
- }
if (++gFade.count > ((FADE_WIDTH > FADE_HEIGHT) ? FADE_WIDTH : FADE_HEIGHT) + 16)
{
@@ -192,93 +167,65 @@
switch (gFade.dir)
{
case 0:
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if ((FADE_WIDTH - 1) - gFade.count == x)
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
case 2:
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if (gFade.count == x)
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
case 1:
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if ((FADE_HEIGHT - 1) - gFade.count == y)
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
case 3:
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if (gFade.count == y)
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
case 4:
- for (y = 0; y < (FADE_HEIGHT / 2); y++)
- {
- for (x = 0; x < (FADE_WIDTH / 2); x++)
- {
+ for (y = 0; y < (FADE_HEIGHT / 2); ++y)
+ for (x = 0; x < (FADE_WIDTH / 2); ++x)
if ((FADE_WIDTH - 1) - gFade.count == x + y)
gFade.flag[y][x] = TRUE;
- }
- }
- for (y = 0; y < (FADE_HEIGHT / 2); y++)
- {
- for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; x++)
- {
+
+ for (y = 0; y < (FADE_HEIGHT / 2); ++y)
+ for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x)
if ((FADE_WIDTH - 1) - gFade.count == y + ((FADE_WIDTH - 1) - x))
gFade.flag[y][x] = TRUE;
- }
- }
- for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < (FADE_WIDTH / 2); x++)
- {
+
+ for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y)
+ for (x = 0; x < (FADE_WIDTH / 2); ++x)
if ((FADE_WIDTH - 1) - gFade.count == x + ((FADE_HEIGHT - 1) - y))
gFade.flag[y][x] = TRUE;
- }
- }
- for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; y++)
- {
- for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; x++)
- {
+
+ for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y)
+ for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x)
if ((FADE_WIDTH - 1) - gFade.count == ((FADE_WIDTH - 1) - x) + ((FADE_HEIGHT - 1) - y))
gFade.flag[y][x] = TRUE;
- }
- }
+
break;
}
- for (y = 0; y < FADE_HEIGHT; y++)
- {
- for (x = 0; x < FADE_WIDTH; x++)
- {
+ for (y = 0; y < FADE_HEIGHT; ++y)
+ for (x = 0; x < FADE_WIDTH; ++x)
if (gFade.ani_no[y][x] > 0 && gFade.flag[y][x])
--gFade.ani_no[y][x];
- }
- }
if (++gFade.count > ((FADE_WIDTH > FADE_HEIGHT) ? FADE_WIDTH : FADE_HEIGHT) + 16)
gFade.mode = 0;
@@ -287,8 +234,11 @@
}
}
-void PutFade()
+void PutFade(void)
{
+ int x;
+ int y;
+
RECT rect;
rect.top = 0;
rect.bottom = 16;
@@ -302,18 +252,18 @@
if (gFade.mode == 0)
return;
- for (int y = 0; y < FADE_HEIGHT; y++)
+ for (y = 0; y < FADE_HEIGHT; ++y)
{
- for (int x = 0; x < FADE_WIDTH; x++)
+ for (x = 0; x < FADE_WIDTH; ++x)
{
- rect.left = 16 * gFade.ani_no[y][x];
+ rect.left = gFade.ani_no[y][x] * 16;
rect.right = rect.left + 16;
- PutBitmap3(&grcGame, 16 * x, 16 * y, &rect, SURFACE_ID_FADE);
+ PutBitmap3(&grcGame, x * 16, y * 16, &rect, SURFACE_ID_FADE);
}
}
}
-BOOL GetFadeActive()
+BOOL GetFadeActive(void)
{
if (gFade.mode == 0)
return FALSE;
--- a/src/Fade.h
+++ b/src/Fade.h
@@ -2,11 +2,11 @@
#include "WindowsWrapper.h"
-void InitFade();
-void SetFadeMask();
-void ClearFade();
+void InitFade(void);
+void SetFadeMask(void);
+void ClearFade(void);
void StartFadeOut(signed char dir);
void StartFadeIn(signed char dir);
-void ProcFade();
-void PutFade();
-BOOL GetFadeActive();
+void ProcFade(void);
+void PutFade(void);
+BOOL GetFadeActive(void);