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author | Peter Kohaut | 2018-02-18 22:44:28 +0100 |
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committer | Peter Kohaut | 2018-02-18 22:44:28 +0100 |
commit | 383d6f036d399593f5dd6b16b70f9bc8c8025b13 (patch) | |
tree | a2977b631390eb26a6c193c78f47e80f78307758 | |
parent | 7090841ccc43c64d5a1d9058071ebccaf6b52fc2 (diff) | |
download | scummvm-rg350-383d6f036d399593f5dd6b16b70f9bc8c8025b13.tar.gz scummvm-rg350-383d6f036d399593f5dd6b16b70f9bc8c8025b13.tar.bz2 scummvm-rg350-383d6f036d399593f5dd6b16b70f9bc8c8025b13.zip |
BLADERUNNER: Fixed compilation warnings
-rw-r--r-- | engines/bladerunner/actor.cpp | 38 | ||||
-rw-r--r-- | engines/bladerunner/actor.h | 12 | ||||
-rw-r--r-- | engines/bladerunner/actor_walk.cpp | 10 | ||||
-rw-r--r-- | engines/bladerunner/actor_walk.h | 2 | ||||
-rw-r--r-- | engines/bladerunner/bladerunner.cpp | 8 | ||||
-rw-r--r-- | engines/bladerunner/item.cpp | 4 | ||||
-rw-r--r-- | engines/bladerunner/item.h | 2 | ||||
-rw-r--r-- | engines/bladerunner/items.cpp | 4 | ||||
-rw-r--r-- | engines/bladerunner/items.h | 2 |
9 files changed, 41 insertions, 41 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index 14c8ef9563..f83604c834 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -364,8 +364,8 @@ void Actor::setAtWaypoint(int waypointId, int angle, int moving, bool retired) { setAtXYZ(waypointPosition, angle, true, moving, retired); } -bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunning, bool async) { - *isRunning = false; +bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunningFlag, bool async) { + *isRunningFlag = false; if (destinationOffset > 0) { float dist = distance(_position, destination); @@ -423,7 +423,7 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int bool wasInterrupted = false; while (_walkInfo->isWalking() && _vm->_gameIsRunning) { if (_walkInfo->isRunning()) { - *isRunning = true; + *isRunningFlag = true; } _vm->gameTick(); if (_id == kActorMcCoy && interruptible && _vm->_interruptWalking) { @@ -454,21 +454,21 @@ bool Actor::walkTo(bool run, const Vector3 &destination, bool a3) { return _walkInfo->setup(_id, run, _position, destination, a3, &arrived); } -bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning) { - return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, interruptible, run, _position, 24.0f, 24.0f, a5, isRunning, false); +bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) { + return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, interruptible, run, _position, 24.0f, 24.0f, a5, isRunningFlag, false); } -bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning) { +bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) { float x, y, z; int width, height; _vm->_items->getXYZ(itemId, &x, &y, &z); _vm->_items->getWidthHeight(itemId, &width, &height); Vector3 itemPosition(x, y, z); - return loopWalk(itemPosition, destinationOffset, interruptible, run, _position, width, 24.0f, a5, isRunning, false); + return loopWalk(itemPosition, destinationOffset, interruptible, run, _position, width, 24.0f, a5, isRunningFlag, false); } -bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunning) { +bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag) { int sceneObject = _vm->_scene->_set->findObject(objectName); if (sceneObject < 0) { return true; @@ -510,29 +510,29 @@ bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, float y = _vm->_scene->_set->getAltitudeAtXZ(closestX, closestZ, &inWalkbox); Vector3 destination(closestX, y, closestZ); - return loopWalk(destination, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunning, false); + return loopWalk(destination, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunningFlag, false); } -bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning) { +bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) { Vector3 waypointPosition; _vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z); - return loopWalk(waypointPosition, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunning, false); + return loopWalk(waypointPosition, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunningFlag, false); } -bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunning) { - return loopWalk(destination, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunning, false); +bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag) { + return loopWalk(destination, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunningFlag, false); } bool Actor::asyncWalkToWaypoint(int waypointId, int destinationOffset, bool run, bool a5) { - bool isRunning; + bool running; Vector3 waypointPosition; _vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z); - return loopWalk(waypointPosition, destinationOffset, false, run, _position, 0.0f, 24.0f, a5, &isRunning, true); + return loopWalk(waypointPosition, destinationOffset, false, run, _position, 0.0f, 24.0f, a5, &running, true); } void Actor::asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool run, int a6) { - bool isRunning; - loopWalk(destination, destinationOffset, false, run, _position, 0.0f, 24.0f, a6, &isRunning, true); + bool running; + loopWalk(destination, destinationOffset, false, run, _position, 0.0f, 24.0f, a6, &running, true); } void Actor::run() { @@ -1192,9 +1192,9 @@ bool Actor::walkFindU2(Vector3 *newDestination, float targetWidth, int destinati bool Actor::walkToNearestPoint(const Vector3 &destination, float distance) { Vector3 out; - bool isRunning; + bool running; if (_walkInfo->findNearestEmptyPosition(_id, destination, distance, out)) { - loopWalk(out, 0, false, false, _position, 0.0f, 24.0f, false, &isRunning, false); + loopWalk(out, 0, false, false, _position, 0.0f, 24.0f, false, &running, false); return true; } return false; diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h index 6bbcf93be5..c68ac3fea3 100644 --- a/engines/bladerunner/actor.h +++ b/engines/bladerunner/actor.h @@ -145,13 +145,13 @@ public: void movementTrackUnpause(); void movementTrackWaypointReached(); - bool loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, const Vector3 &start, float a6, float a7, bool a8, bool *isRunning, bool async); + bool loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, const Vector3 &start, float a6, float a7, bool a8, bool *isRunningFlag, bool async); bool walkTo(bool run, const Vector3 &destination, bool a3); - bool loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning); - bool loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning); - bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunning); - bool loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning); - bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunning); + bool loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag); + bool loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag); + bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag); + bool loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag); + bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag); bool asyncWalkToWaypoint(int waypointId, int destinationOffset, bool run, bool a5); void asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool run, int a6); void run(); diff --git a/engines/bladerunner/actor_walk.cpp b/engines/bladerunner/actor_walk.cpp index 3a2327a8df..16009aa65b 100644 --- a/engines/bladerunner/actor_walk.cpp +++ b/engines/bladerunner/actor_walk.cpp @@ -47,7 +47,7 @@ ActorWalk::ActorWalk(BladeRunnerEngine *vm) { ActorWalk::~ActorWalk() {} -bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived) { +bool ActorWalk::setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived) { Vector3 next; *arrived = false; @@ -76,14 +76,14 @@ bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3 _vm->_actors[actorId]->setMoving(true); if (_running) { - run = true; + runFlag = true; } int animationMode; if (_vm->_actors[actorId]->inCombat()) { - animationMode = run ? kAnimationModeCombatRun : kAnimationModeCombatWalk; + animationMode = runFlag ? kAnimationModeCombatRun : kAnimationModeCombatWalk; } else { - animationMode = run ? kAnimationModeRun : kAnimationModeWalk; + animationMode = runFlag ? kAnimationModeRun : kAnimationModeWalk; } _vm->_actors[actorId]->changeAnimationMode(animationMode); @@ -101,7 +101,7 @@ bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3 _facing = angle_1024(_current, next); _walking = true; - _running = run; + _running = runFlag; _status = 2; return true; diff --git a/engines/bladerunner/actor_walk.h b/engines/bladerunner/actor_walk.h index e3e48b8b76..f4caa65453 100644 --- a/engines/bladerunner/actor_walk.h +++ b/engines/bladerunner/actor_walk.h @@ -47,7 +47,7 @@ public: ActorWalk(BladeRunnerEngine *vm); ~ActorWalk(); - bool setup(int actorId, bool run, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived); + bool setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived); void getCurrentPosition(int actorId, Vector3 *pos, int *facing) const; bool tick(int actorId, float stepDistance, bool flag); diff --git a/engines/bladerunner/bladerunner.cpp b/engines/bladerunner/bladerunner.cpp index a45c0e6d92..2bb8e01aaa 100644 --- a/engines/bladerunner/bladerunner.cpp +++ b/engines/bladerunner/bladerunner.cpp @@ -1455,14 +1455,14 @@ void BladeRunnerEngine::handleMouseClickEmpty(int x, int y, Vector3 &scenePositi return; } - bool run = _playerActor->isRunning();; + bool shouldRun = _playerActor->isRunning(); if (_mouseClickTimeDiff <= 10000 && xDist < 10 && yDist < 10) { - run = true; + shouldRun = true; } - _playerActor->walkTo(run, scenePosition, false); + _playerActor->walkTo(shouldRun, scenePosition, false); - if (run && _playerActor->isWalking()) { + if (shouldRun && _playerActor->isWalking()) { _playerActor->increaseFPS(); } } diff --git a/engines/bladerunner/item.cpp b/engines/bladerunner/item.cpp index 1d2de92703..af7b2ef4c2 100644 --- a/engines/bladerunner/item.cpp +++ b/engines/bladerunner/item.cpp @@ -134,7 +134,7 @@ void Item::setXYZ(Vector3 position) { _depth = screenPosition.z * 25.5f; } -void Item::setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy) { +void Item::setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisible, bool isPoliceMazeEnemy) { _itemId = itemId; _setId = setId; _animationId = animationId; @@ -142,7 +142,7 @@ void Item::setup(int itemId, int setId, int animationId, Vector3 position, int f _angle = facing * (M_PI / 512.0f); _width = width; _height = height; - _isTarget = isTarget; + _isTarget = isTargetFlag; _isVisible = isVisible; _isPoliceMazeEnemy = isPoliceMazeEnemy; setXYZ(position); diff --git a/engines/bladerunner/item.h b/engines/bladerunner/item.h index 09f5ae6841..89bec5590b 100644 --- a/engines/bladerunner/item.h +++ b/engines/bladerunner/item.h @@ -68,7 +68,7 @@ public: bool isTarget() const; bool tick(Common::Rect *screenRect, bool special); - void setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy); + void setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisible, bool isPoliceMazeEnemy); bool isUnderMouse(int mouseX, int mouseY) const; }; diff --git a/engines/bladerunner/items.cpp b/engines/bladerunner/items.cpp index 5e79f7a39b..7911a96683 100644 --- a/engines/bladerunner/items.cpp +++ b/engines/bladerunner/items.cpp @@ -67,7 +67,7 @@ void Items::tick() { } } -bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy, bool addToSet) { +bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy, bool addToSetFlag) { if (_items.size() >= 100) { return false; } @@ -80,7 +80,7 @@ bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, item->setup(itemId, setId, animationId, position, facing, height, width, isTarget, isVisible, isPoliceMazeEnemy); _items.push_back(item); - if (addToSet && setId == _vm->_scene->getSetId()) { + if (addToSetFlag && setId == _vm->_scene->getSetId()) { return _vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, &item->_boundingBox, &item->_screenRectangle, isTarget, isVisible); } return true; diff --git a/engines/bladerunner/items.h b/engines/bladerunner/items.h index 711abc606f..d5825e1004 100644 --- a/engines/bladerunner/items.h +++ b/engines/bladerunner/items.h @@ -43,7 +43,7 @@ public: void getWidthHeight(int itemId, int *width, int *height) const; void tick(); - bool addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy, bool addToSet); + bool addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy, bool addToSetFlag); bool addToSet(int itemId); bool remove(int itemId); |