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authorPeter Kohaut2018-02-18 22:55:04 +0100
committerPeter Kohaut2018-02-18 23:00:42 +0100
commitfa1f426ee64621f4b668d73def2eb77508629696 (patch)
tree173efde76343a65a645146115c18ac1fd5871961
parenta40da92507a74ad942d96dc817fa6dae5bfa7e2c (diff)
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BLADERUNNER: Fixed more compilation warnings
-rw-r--r--engines/bladerunner/actor.cpp38
-rw-r--r--engines/bladerunner/actor.h18
-rw-r--r--engines/bladerunner/items.cpp6
-rw-r--r--engines/bladerunner/items.h2
4 files changed, 32 insertions, 32 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index f83604c834..c3f9372ae5 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -364,7 +364,7 @@ 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 *isRunningFlag, bool async) {
+bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunningFlag, bool async) {
*isRunningFlag = false;
if (destinationOffset > 0) {
@@ -390,14 +390,14 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int
walkFindU2(&destinationX, targetWidth, destinationOffset, targetSize, _position, destination);
}
- bool walking = walkTo(run, destinationX, a8);
+ bool walking = walkTo(runFlag, destinationX, a8);
if (async) {
return false;
}
if (!walking && destinationOffset > 0) {
- walking = walkTo(run, destination, a8);
+ walking = walkTo(runFlag, destination, a8);
}
if (!walking) {
@@ -448,27 +448,27 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int
return wasInterrupted;
}
-bool Actor::walkTo(bool run, const Vector3 &destination, bool a3) {
+bool Actor::walkTo(bool runFlag, const Vector3 &destination, bool a3) {
bool arrived;
- return _walkInfo->setup(_id, run, _position, destination, a3, &arrived);
+ return _walkInfo->setup(_id, runFlag, _position, destination, a3, &arrived);
}
-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::loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag) {
+ return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, interruptible, runFlag, _position, 24.0f, 24.0f, a5, isRunningFlag, false);
}
-bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) {
+bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool runFlag, 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, isRunningFlag, false);
+ return loopWalk(itemPosition, destinationOffset, interruptible, runFlag, _position, width, 24.0f, a5, isRunningFlag, false);
}
-bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag) {
+bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool runFlag, 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, isRunningFlag, false);
+ return loopWalk(destination, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, false);
}
-bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) {
+bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool runFlag, 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, isRunningFlag, false);
+ return loopWalk(waypointPosition, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, 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::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag) {
+ return loopWalk(destination, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, false);
}
-bool Actor::asyncWalkToWaypoint(int waypointId, int destinationOffset, bool run, bool a5) {
+bool Actor::asyncWalkToWaypoint(int waypointId, int destinationOffset, bool runFlag, bool a5) {
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, &running, true);
+ return loopWalk(waypointPosition, destinationOffset, false, runFlag, _position, 0.0f, 24.0f, a5, &running, true);
}
-void Actor::asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool run, int a6) {
+void Actor::asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool runFlag, int a6) {
bool running;
- loopWalk(destination, destinationOffset, false, run, _position, 0.0f, 24.0f, a6, &running, true);
+ loopWalk(destination, destinationOffset, false, runFlag, _position, 0.0f, 24.0f, a6, &running, true);
}
void Actor::run() {
diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h
index c68ac3fea3..af0c14e367 100644
--- a/engines/bladerunner/actor.h
+++ b/engines/bladerunner/actor.h
@@ -145,15 +145,15 @@ 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 *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 *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);
+ bool loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, const Vector3 &start, float a6, float a7, bool a8, bool *isRunningFlag, bool async);
+ bool walkTo(bool runFlag, const Vector3 &destination, bool a3);
+ bool loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+ bool loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+ bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+ bool loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+ bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+ bool asyncWalkToWaypoint(int waypointId, int destinationOffset, bool runFlag, bool a5);
+ void asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool runFlag, int a6);
void run();
bool tick(bool forceUpdate, Common::Rect *screenRect);
diff --git a/engines/bladerunner/items.cpp b/engines/bladerunner/items.cpp
index 7911a96683..6360d4a3e8 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 addToSetFlag) {
+bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisible, bool isPoliceMazeEnemy, bool addToSetFlag) {
if (_items.size() >= 100) {
return false;
}
@@ -77,11 +77,11 @@ bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position,
}
Item *item = new Item(_vm);
- item->setup(itemId, setId, animationId, position, facing, height, width, isTarget, isVisible, isPoliceMazeEnemy);
+ item->setup(itemId, setId, animationId, position, facing, height, width, isTargetFlag, isVisible, isPoliceMazeEnemy);
_items.push_back(item);
if (addToSetFlag && setId == _vm->_scene->getSetId()) {
- return _vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, &item->_boundingBox, &item->_screenRectangle, isTarget, isVisible);
+ return _vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, &item->_boundingBox, &item->_screenRectangle, isTargetFlag, isVisible);
}
return true;
}
diff --git a/engines/bladerunner/items.h b/engines/bladerunner/items.h
index d5825e1004..1aac82e8da 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 addToSetFlag);
+ bool addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisible, bool isPoliceMazeEnemy, bool addToSetFlag);
bool addToSet(int itemId);
bool remove(int itemId);