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path: root/engines/wintermute/base/base_game.cpp
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Diffstat (limited to 'engines/wintermute/base/base_game.cpp')
-rw-r--r--engines/wintermute/base/base_game.cpp40
1 files changed, 20 insertions, 20 deletions
diff --git a/engines/wintermute/base/base_game.cpp b/engines/wintermute/base/base_game.cpp
index 5436b4637f..e8aaac6c40 100644
--- a/engines/wintermute/base/base_game.cpp
+++ b/engines/wintermute/base/base_game.cpp
@@ -328,7 +328,7 @@ bool BaseGame::cleanup() {
unregisterObject(_fader);
_fader = NULL;
- for (int i = 0; i < _regObjects.getSize(); i++) {
+ for (uint32 i = 0; i < _regObjects.size(); i++) {
delete _regObjects[i];
_regObjects[i] = NULL;
}
@@ -349,7 +349,7 @@ bool BaseGame::cleanup() {
_scValue = NULL;
_sFX = NULL;
- for (int i = 0; i < _scripts.getSize(); i++) {
+ for (uint32 i = 0; i < _scripts.size(); i++) {
_scripts[i]->_owner = NULL;
_scripts[i]->finish();
}
@@ -361,7 +361,7 @@ bool BaseGame::cleanup() {
_fontStorage->removeFont(_videoFont);
_videoFont = NULL;
- for (int i = 0; i < _quickMessages.getSize(); i++) {
+ for (uint32 i = 0; i < _quickMessages.size(); i++) {
delete _quickMessages[i];
}
_quickMessages.clear();
@@ -587,7 +587,7 @@ bool BaseGame::initLoop() {
getMousePos(&_mousePos);
_focusedWindow = NULL;
- for (int i = _windows.getSize() - 1; i >= 0; i--) {
+ for (int i = _windows.size() - 1; i >= 0; i--) {
if (_windows[i]->_visible) {
_focusedWindow = _windows[i];
break;
@@ -1922,7 +1922,7 @@ bool BaseGame::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack
else if (strcmp(name, "DeleteWindow") == 0) {
stack->correctParams(1);
BaseObject *obj = (BaseObject *)stack->pop()->getNative();
- for (int i = 0; i < _windows.getSize(); i++) {
+ for (uint32 i = 0; i < _windows.size(); i++) {
if (_windows[i] == obj) {
unregisterObject(_windows[i]);
stack->pushBool(true);
@@ -2849,12 +2849,12 @@ const char *BaseGame::scToString() {
#define QUICK_MSG_DURATION 3000
//////////////////////////////////////////////////////////////////////////
bool BaseGame::displayQuickMsg() {
- if (_quickMessages.getSize() == 0 || !_systemFont) {
+ if (_quickMessages.size() == 0 || !_systemFont) {
return STATUS_OK;
}
// update
- for (int i = 0; i < _quickMessages.getSize(); i++) {
+ for (uint32 i = 0; i < _quickMessages.size(); i++) {
if (_currentTime - _quickMessages[i]->_startTime >= QUICK_MSG_DURATION) {
delete _quickMessages[i];
_quickMessages.remove_at(i);
@@ -2865,7 +2865,7 @@ bool BaseGame::displayQuickMsg() {
int posY = 20;
// display
- for (int i = 0; i < _quickMessages.getSize(); i++) {
+ for (uint32 i = 0; i < _quickMessages.size(); i++) {
_systemFont->drawText((byte *)_quickMessages[i]->getText(), 0, posY, _renderer->_width);
posY += _systemFont->getTextHeight((byte *)_quickMessages[i]->getText(), _renderer->_width);
}
@@ -2876,7 +2876,7 @@ bool BaseGame::displayQuickMsg() {
#define MAX_QUICK_MSG 5
//////////////////////////////////////////////////////////////////////////
void BaseGame::quickMessage(const char *text) {
- if (_quickMessages.getSize() >= MAX_QUICK_MSG) {
+ if (_quickMessages.size() >= MAX_QUICK_MSG) {
delete _quickMessages[0];
_quickMessages.remove_at(0);
}
@@ -2911,7 +2911,7 @@ bool BaseGame::unregisterObject(BaseObject *object) {
}
// is it a window?
- for (int i = 0; i < _windows.getSize(); i++) {
+ for (uint32 i = 0; i < _windows.size(); i++) {
if ((BaseObject *)_windows[i] == object) {
_windows.remove_at(i);
@@ -2935,7 +2935,7 @@ bool BaseGame::unregisterObject(BaseObject *object) {
}
// destroy object
- for (int i = 0; i < _regObjects.getSize(); i++) {
+ for (uint32 i = 0; i < _regObjects.size(); i++) {
if (_regObjects[i] == object) {
_regObjects.remove_at(i);
if (!_loadInProgress) {
@@ -2973,7 +2973,7 @@ bool BaseGame::validObject(BaseObject *object) {
return true;
}
- for (int i = 0; i < _regObjects.getSize(); i++) {
+ for (uint32 i = 0; i < _regObjects.size(); i++) {
if (_regObjects[i] == object) {
return true;
}
@@ -3322,7 +3322,7 @@ bool BaseGame::displayWindows(bool inGame) {
// did we lose focus? focus topmost window
if (_focusedWindow == NULL || !_focusedWindow->_visible || _focusedWindow->_disable) {
_focusedWindow = NULL;
- for (int i = _windows.getSize() - 1; i >= 0; i--) {
+ for (int i = _windows.size() - 1; i >= 0; i--) {
if (_windows[i]->_visible && !_windows[i]->_disable) {
_focusedWindow = _windows[i];
break;
@@ -3331,7 +3331,7 @@ bool BaseGame::displayWindows(bool inGame) {
}
// display all windows
- for (int i = 0; i < _windows.getSize(); i++) {
+ for (uint32 i = 0; i < _windows.size(); i++) {
if (_windows[i]->_visible && _windows[i]->_inGame == inGame) {
res = _windows[i]->display();
@@ -3656,9 +3656,9 @@ bool BaseGame::persist(BasePersistenceManager *persistMgr) {
bool BaseGame::focusWindow(UIWindow *window) {
UIWindow *prev = _focusedWindow;
- for (int i = 0; i < _windows.getSize(); i++) {
+ for (uint32 i = 0; i < _windows.size(); i++) {
if (_windows[i] == window) {
- if (i < _windows.getSize() - 1) {
+ if (i < _windows.size() - 1) {
_windows.remove_at(i);
_windows.add(window);
@@ -3854,7 +3854,7 @@ bool BaseGame::setActiveObject(BaseObject *obj) {
//////////////////////////////////////////////////////////////////////////
bool BaseGame::pushViewport(BaseViewport *viewport) {
_viewportSP++;
- if (_viewportSP >= _viewportStack.getSize()) {
+ if (_viewportSP >= (int32)_viewportStack.size()) {
_viewportStack.add(viewport);
} else {
_viewportStack[_viewportSP] = viewport;
@@ -3873,7 +3873,7 @@ bool BaseGame::popViewport() {
_gameRef->LOG(0, "Fatal: Viewport stack underflow!");
}
- if (_viewportSP >= 0 && _viewportSP < _viewportStack.getSize()) {
+ if (_viewportSP >= 0 && _viewportSP < (int32)_viewportStack.size()) {
_renderer->setViewport(_viewportStack[_viewportSP]->getRect());
} else _renderer->setViewport(_renderer->_drawOffsetX,
_renderer->_drawOffsetY,
@@ -4065,7 +4065,7 @@ void BaseGame::DEBUG_DumpClassRegistry() {
//////////////////////////////////////////////////////////////////////////
bool BaseGame::invalidateDeviceObjects() {
- for (int i = 0; i < _regObjects.getSize(); i++) {
+ for (uint32 i = 0; i < _regObjects.size(); i++) {
_regObjects[i]->invalidateDeviceObjects();
}
return STATUS_OK;
@@ -4074,7 +4074,7 @@ bool BaseGame::invalidateDeviceObjects() {
//////////////////////////////////////////////////////////////////////////
bool BaseGame::restoreDeviceObjects() {
- for (int i = 0; i < _regObjects.getSize(); i++) {
+ for (uint32 i = 0; i < _regObjects.size(); i++) {
_regObjects[i]->restoreDeviceObjects();
}
return STATUS_OK;