mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Fix up temporary variables being in topmost scope and bad style
This makes it so temporary variables have their scopes reduced (if possible). I also didn't hesitate to fix style issues, such as their names ("temp" is such a bad name), making them const if possible, and any code it touched too.
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5a6bc8bb9b
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4 changed files with 45 additions and 45 deletions
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@ -591,7 +591,7 @@ void editorrender(void)
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//Draw entities
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obj.customplatformtile=game.customcol*12;
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int temp2=edentat(ed.tilex+ (ed.levx*40),ed.tiley+ (ed.levy*30));
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const int edent_under_cursor = edentat(ed.tilex + ed.levx*40, ed.tiley + ed.levy*30);
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// Special case for drawing gray entities
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bool custom_gray = room->tileset == 3 && room->tilecol == 6;
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@ -730,7 +730,7 @@ void editorrender(void)
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case 13://Warp tokens
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graphics.drawsprite((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),18+(ed.entframe%2),196,196,196);
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fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,16,graphics.getRGB(255, 164, 164));
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if(temp2==i)
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if (i == edent_under_cursor)
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{
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graphics.bprint((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8)-8,
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"("+help.String(customentities[i].p1/40 + 1)+","+help.String(customentities[i].p2/30 + 1)+")",210,210,255);
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@ -793,7 +793,7 @@ void editorrender(void)
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}
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graphics.drawsprite((customentities[i].x*8)- (ed.levx*40*8), usethisy + 8, usethistile + 16, 96,96,96);
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fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),16,24,graphics.getRGB(164,164,164));
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if(temp2==i)
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if (i == edent_under_cursor)
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{
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graphics.bprint((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8)-8,customentities[i].scriptname,210,210,255);
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}
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@ -802,7 +802,7 @@ void editorrender(void)
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case 19: //Script Triggers
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fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),customentities[i].p1*8,customentities[i].p2*8,graphics.getRGB(255,164,255));
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fillboxabs((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(255,255,255));
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if(temp2==i)
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if (i == edent_under_cursor)
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{
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graphics.bprint((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8)-8,customentities[i].scriptname,210,210,255);
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}
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@ -1428,7 +1428,7 @@ void Graphics::drawpartimage( int t, int xp, int yp, int wp, int hp)
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void Graphics::cutscenebars(void)
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{
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int usethispos = lerp(oldcutscenebarspos, cutscenebarspos);
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const int usethispos = lerp(oldcutscenebarspos, cutscenebarspos);
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if (showcutscenebars)
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{
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FillRect(backBuffer, 0, 0, usethispos, 16, 0x000000);
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@ -1692,7 +1692,7 @@ void Graphics::createtextboxflipme(
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void Graphics::drawfade(void)
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{
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int usethisamount = lerp(oldfadeamount, fadeamount);
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const int usethisamount = lerp(oldfadeamount, fadeamount);
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switch (fademode)
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{
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case FADE_FULLY_BLACK:
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@ -1997,7 +1997,7 @@ void Graphics::drawtrophytext(void)
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if (obj.trophytext < 15)
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{
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int usethismult = lerp(obj.oldtrophytext, obj.trophytext);
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const int usethismult = lerp(obj.oldtrophytext, obj.trophytext);
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temp = (196 * usethismult) / 15;
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temp2 = (196 * usethismult) / 15;
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temp3 = ((255 - help.glow) * usethismult) / 15;
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@ -2478,8 +2478,6 @@ void Graphics::drawentity(const int i, const int yoff)
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void Graphics::drawbackground( int t )
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{
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int temp = 0;
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switch(t)
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{
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case 1:
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@ -2704,7 +2702,7 @@ void Graphics::drawbackground( int t )
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for (int i = 10 ; i >= 0; i--)
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{
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temp = (i << 4) + backoffset;
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const int temp = (i * 16) + backoffset;
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setwarprect(160 - temp, 120 - temp, temp * 2, temp * 2);
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if (i % 2 == warpskip)
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{
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@ -2833,7 +2831,7 @@ void Graphics::updatebackground(int t)
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break;
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case 3: //Warp zone (horizontal)
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{
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int temp = 680 + (rcol * 3);
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const int temp = 680 + (rcol * 3);
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backoffset+=3;
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if (backoffset >= 16) backoffset -= 16;
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@ -2872,7 +2870,7 @@ void Graphics::updatebackground(int t)
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}
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case 4: //Warp zone (vertical)
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{
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int temp = 760 + (rcol * 3);
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const int temp = 760 + (rcol * 3);
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backoffset+=3;
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if (backoffset >= 16) backoffset -= 16;
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@ -3008,14 +3006,16 @@ void Graphics::drawfinalmap(void)
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void Graphics::drawtowermap(void)
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{
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int temp;
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int yoff = lerp(map.oldypos, map.ypos);
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const int yoff = lerp(map.oldypos, map.ypos);
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for (int j = 0; j < 31; j++)
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{
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for (int i = 0; i < 40; i++)
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{
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temp = map.tower.at(i, j, yoff);
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if (temp > 0) drawtile3(i * 8, (j * 8) - (yoff % 8), temp, towerbg.colstate);
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const int temp = map.tower.at(i, j, yoff);
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if (temp > 0)
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{
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drawtile3(i * 8, (j * 8) - (yoff % 8), temp, towerbg.colstate);
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}
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}
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}
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}
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@ -3041,8 +3041,6 @@ void Graphics::drawtowerbackground(const TowerBG& bg_obj)
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void Graphics::updatetowerbackground(TowerBG& bg_obj)
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{
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int temp;
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if (bg_obj.bypos < 0) bg_obj.bypos += 120 * 8;
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if (bg_obj.tdrawback)
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@ -3053,7 +3051,7 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
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{
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for (int i = 0; i < 40; i++)
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{
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temp = map.tower.backat(i, j, bg_obj.bypos);
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const int temp = map.tower.backat(i, j, bg_obj.bypos);
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drawtowertile3(i * 8, (j * 8) - (bg_obj.bypos % 8) - off, temp, bg_obj);
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}
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}
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@ -3068,7 +3066,7 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
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{
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for (int i = 0; i < 40; i++)
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{
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temp = map.tower.backat(i, -1, bg_obj.bypos);
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int temp = map.tower.backat(i, -1, bg_obj.bypos);
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drawtowertile3(i * 8, -1*8 - (bg_obj.bypos % 8), temp, bg_obj);
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temp = map.tower.backat(i, 0, bg_obj.bypos);
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drawtowertile3(i * 8, -(bg_obj.bypos % 8), temp, bg_obj);
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@ -3078,7 +3076,7 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
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{
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for (int i = 0; i < 40; i++)
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{
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temp = map.tower.backat(i, 29, bg_obj.bypos);
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int temp = map.tower.backat(i, 29, bg_obj.bypos);
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drawtowertile3(i * 8, 29*8 - (bg_obj.bypos % 8) - bg_obj.bscroll, temp, bg_obj);
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temp = map.tower.backat(i, 30, bg_obj.bypos);
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drawtowertile3(i * 8, 30*8 - (bg_obj.bypos % 8) - bg_obj.bscroll, temp, bg_obj);
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@ -3093,8 +3091,6 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
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void Graphics::setcol( int t )
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{
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int temp;
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//Setup predefinied colours as per our zany palette
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switch(t)
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{
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@ -3121,9 +3117,11 @@ void Graphics::setcol( int t )
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ct.colour = getRGB(trinketr, trinketg, trinketb);
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break;
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case 4: //Inactive savepoint
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temp = (help.glow/2) + (fRandom() * 8);
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{
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const int temp = (help.glow/2) + (fRandom() * 8);
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ct.colour = getRGB(80 + temp, 80 + temp, 80 + temp);
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break;
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}
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case 5: //Active savepoint
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ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
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break;
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@ -3240,7 +3238,8 @@ void Graphics::setcol( int t )
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break;
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//Awesome
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case 40: //Teleporter in action!
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temp = fRandom() * 150;
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{
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const int temp = fRandom() * 150;
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if(temp<33)
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{
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ct.colour = RGBf(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
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@ -3258,16 +3257,20 @@ void Graphics::setcol( int t )
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ct.colour = RGBf(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
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}
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break;
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}
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case 100: //Inactive Teleporter
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temp = (help.glow/2) + (fRandom() * 8);
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{
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const int temp = (help.glow/2) + (fRandom() * 8);
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ct.colour = getRGB(42 + temp, 42 + temp, 42 + temp);
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break;
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}
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case 101: //Active Teleporter
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ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
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break;
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case 102: //Teleporter in action!
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temp = fRandom() * 150;
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{
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const int temp = fRandom() * 150;
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if(temp<33)
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{
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ct.colour = getRGB(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
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@ -3285,6 +3288,7 @@ void Graphics::setcol( int t )
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ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
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}
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break;
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}
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default:
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ct.colour = getRGB(255, 255, 255);
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@ -609,7 +609,7 @@ void mapclass::changefinalcol(int t)
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//change the map to colour t - for the game's final stretch.
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//First up, the tiles. This is just a setting:
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final_mapcol = t;
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int temp = 6 - t;
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const int temp = 6 - t;
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//Next, entities
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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@ -1079,7 +1079,6 @@ void mapclass::gotoroom(int rx, int ry)
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//Alright, change music depending on where we are:
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music.changemusicarea(game.roomx - 100, game.roomy - 100);
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}
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int temp = rx + (ry * 100);
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loadlevel(game.roomx, game.roomy);
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@ -1115,13 +1114,14 @@ void mapclass::gotoroom(int rx, int ry)
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//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
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//continuations!
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temp = obj.getplayer();
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if(INBOUNDS_VEC(temp, obj.entities))
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const int player_idx = obj.getplayer();
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if (INBOUNDS_VEC(player_idx, obj.entities))
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{
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obj.entities[temp].oldxp = obj.entities[temp].xp;
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obj.entities[temp].oldyp = obj.entities[temp].yp;
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obj.entities[temp].lerpoldxp = obj.entities[temp].xp - int(obj.entities[temp].vx);
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obj.entities[temp].lerpoldyp = obj.entities[temp].yp - int(obj.entities[temp].vy);
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entclass* player = &obj.entities[player_idx];
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player->oldxp = player->xp;
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player->oldyp = player->yp;
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player->lerpoldxp = player->xp - int(player->vx);
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player->lerpoldyp = player->yp - int(player->vy);
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}
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for (size_t i = 0; i < obj.entities.size(); i++)
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@ -141,12 +141,12 @@ static void inline drawglitchrunnertext(const int y)
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static void menurender(void)
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{
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int temp = 50;
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switch (game.currentmenuname)
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{
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case Menu::mainmenu:
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{
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const int temp = 50;
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graphics.drawsprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
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graphics.drawsprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
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graphics.drawsprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
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@ -2879,8 +2879,8 @@ void maprender(void)
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void teleporterrender(void)
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{
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ClearSurface(graphics.backBuffer);
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int tempx;
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int tempy;
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const int telex = map.teleporters[game.teleport_to_teleporter].x;
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const int teley = map.teleporters[game.teleport_to_teleporter].y;
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draw_roomname_menu();
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@ -2900,10 +2900,8 @@ void teleporterrender(void)
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//Draw the chosen destination coordinate!
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//TODO
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//draw the coordinates //destination
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int tempx_ = map.teleporters[game.teleport_to_teleporter].x;
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int tempy_ = map.teleporters[game.teleport_to_teleporter].y;
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graphics.drawrect(40 + data.xoff + (tempx_ * 12 * data.zoom) + 1, 21 + data.yoff + (tempy_ * 9 * data.zoom) + 1, 12 * data.zoom - 2, 9 * data.zoom - 2, 245 - (help.glow * 2), 16, 16);
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graphics.drawrect(40 + data.xoff + (tempx_ * 12 * data.zoom) + 3, 21 + data.yoff + (tempy_ * 9 * data.zoom) + 3, 12 * data.zoom - 6, 9 * data.zoom - 6, 245 - (help.glow * 2), 16, 16);
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graphics.drawrect(40 + data.xoff + (telex * 12 * data.zoom) + 1, 21 + data.yoff + (teley * 9 * data.zoom) + 1, 12 * data.zoom - 2, 9 * data.zoom - 2, 245 - (help.glow * 2), 16, 16);
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graphics.drawrect(40 + data.xoff + (telex * 12 * data.zoom) + 3, 21 + data.yoff + (teley * 9 * data.zoom) + 3, 12 * data.zoom - 6, 9 * data.zoom - 6, 245 - (help.glow * 2), 16, 16);
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}
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// Draw the legend itself
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@ -2912,11 +2910,9 @@ void teleporterrender(void)
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// Highlight the currently selected teleporter
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tempx = map.teleporters[game.teleport_to_teleporter].x;
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tempy = map.teleporters[game.teleport_to_teleporter].y;
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if (game.useteleporter && help.slowsine % 16 > 8)
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{
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graphics.drawtile(data.legendxoff + data.xoff + (tempx * 12 * data.zoom), data.legendyoff + data.yoff + (tempy * 9 * data.zoom), 1128 + (graphics.flipmode ? 3 : 0));
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graphics.drawtile(data.legendxoff + data.xoff + (telex * 12 * data.zoom), data.legendyoff + data.yoff + (teley * 9 * data.zoom), 1128 + (graphics.flipmode ? 3 : 0));
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}
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graphics.cutscenebars();
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