mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-26 12:48:16 +00:00
SAGA2: Replace elementsof with ARRAYSIZE
This commit is contained in:
parent
44c4ad38e9
commit
37bd0e9c38
@ -1330,7 +1330,7 @@ void *Actor::archive(void *buf) {
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a->currentRecoveryPoints = currentRecoveryPoints;
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a->leaderID = leader != NULL ? leader->thisID() : Nothing;
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a->followersID = followers != NULL ? getBandID(followers) : NoBand;
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for (i = 0; i < elementsof(a->armorObjects); i++)
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for (i = 0; i < ARRAYSIZE(a->armorObjects); i++)
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a->armorObjects[i] = armorObjects[i];
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a->currentTargetID = currentTarget != NULL ? currentTarget->thisID() : Nothing;
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for (i = 0; i < actorScriptVars; i++)
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@ -3076,7 +3076,7 @@ bool Actor::pathFindState(void) {
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// Add knowledge package to actor
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bool Actor::addKnowledge(uint16 kID) {
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for (int i = 0; i < elementsof(knowledge); i++) {
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for (int i = 0; i < ARRAYSIZE(knowledge); i++) {
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if (knowledge[i] == 0) {
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knowledge[i] = kID;
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return true;
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@ -3089,7 +3089,7 @@ bool Actor::addKnowledge(uint16 kID) {
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// Remove knowledge package from actor
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bool Actor::removeKnowledge(uint16 kID) {
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for (int i = 0; i < elementsof(knowledge); i++) {
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for (int i = 0; i < ARRAYSIZE(knowledge); i++) {
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if (knowledge[i] == kID) {
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knowledge[i] = 0;
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return true;
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@ -3102,7 +3102,7 @@ bool Actor::removeKnowledge(uint16 kID) {
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// Remove all knowledge package from actor
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void Actor::clearKnowledge(void) {
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for (int i = 0; i < elementsof(knowledge); i++) {
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for (int i = 0; i < ARRAYSIZE(knowledge); i++) {
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knowledge[i] = 0;
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}
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}
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@ -3117,7 +3117,7 @@ void Actor::useKnowledge(scriptCallFrame &scf) {
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// First, search for the class with the best response
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for (int i = 0; i < elementsof(knowledge); i++) {
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for (int i = 0; i < ARRAYSIZE(knowledge); i++) {
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if (knowledge[i]) {
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scriptResult res;
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@ -551,7 +551,7 @@ int16 openAutoMap() {
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scrollBtn = new gCompButton(*pAutoMap, scrollBtnRect, scrollBtnImage, numBtnImages, 0, cmdAutoMapScroll);
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pAutoMap->setDecorations(autoMapDecorations,
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elementsof(autoMapDecorations),
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ARRAYSIZE(autoMapDecorations),
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decRes, 'M', 'A', 'P');
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// attach the structure to the book
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@ -105,7 +105,7 @@ public:
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BandList::BandList(void) {
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int i;
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for (i = 0; i < elementsof(array); i++)
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for (i = 0; i < ARRAYSIZE(array); i++)
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free.addTail(array[i]);
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}
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@ -222,7 +222,7 @@ void *BandList::newBand(void) {
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// Place a specific Band into the active list and return its address
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void *BandList::newBand(BandID id) {
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assert(id >= 0 && id < elementsof(array));
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assert(id >= 0 && id < ARRAYSIZE(array));
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BandPlaceHolder *bp;
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@ -395,7 +395,7 @@ Band::Band(void **buf) {
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bufferPtr = (ObjectID *)bufferPtr + 1;
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// Restore the member count
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assert(*((int16 *)bufferPtr) < elementsof(members));
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assert(*((int16 *)bufferPtr) < ARRAYSIZE(members));
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memberCount = *((int16 *)bufferPtr);
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bufferPtr = (int16 *)bufferPtr + 1;
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@ -98,7 +98,7 @@ public:
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}
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bool add(Actor *newMember) {
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if (memberCount < elementsof(members)) {
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if (memberCount < ARRAYSIZE(members)) {
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members[memberCount++] = newMember;
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return true;
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} else
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@ -1241,7 +1241,7 @@ TangibleContainerWindow::TangibleContainerWindow(
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if (deathFlag) {
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// set the decorations for this window
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setDecorations(deathDecorations,
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elementsof(deathDecorations),
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ARRAYSIZE(deathDecorations),
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containerRes, 'F', 'R', 'M');
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massWeightIndicator = NULL;
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} else {
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@ -1258,7 +1258,7 @@ TangibleContainerWindow::TangibleContainerWindow(
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// set the decorations for this window
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setDecorations(winDecs[bgndType],
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elementsof(brassDecorations), // brass was arb, all should have same
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ARRAYSIZE(brassDecorations), // brass was arb, all should have same
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containerRes, 'F', 'R', 'M');
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// set the userdata such that we can extract the container object later
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@ -1343,7 +1343,7 @@ IntangibleContainerWindow::IntangibleContainerWindow(
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// set the decorations for this window
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setDecorations(mentalDecorations,
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elementsof(mentalDecorations),
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ARRAYSIZE(mentalDecorations),
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containerRes, 'F', 'R', 'M');
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setMindContainer(nd.mindType, *this);
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@ -1928,7 +1928,7 @@ void setMindContainer(int index, IntangibleContainerWindow &cw) {
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ObjectID id;
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assert(index >= 0);
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assert(index < elementsof(classTable));
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assert(index < ARRAYSIZE(classTable));
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int containerClass = classTable[index];
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@ -501,7 +501,7 @@ void DisplayNode::drawObject(void) {
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buildColorTable(
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mainColors,
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bubbleColorTable,
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elementsof(bubbleColorTable));
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ARRAYSIZE(bubbleColorTable));
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if (a->kludgeCount < 0 || ++a->kludgeCount >= bubbleSpriteCount)
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a->kludgeCount = 0;
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@ -74,7 +74,7 @@ CDocumentAppearance scrollAppearance(
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Rect16(0, 0, 0, 0), // (No page 2)
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Rect16(184, 206, 44, 42), // Close button rect
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scrollDecorations,
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elementsof(scrollDecorations),
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ARRAYSIZE(scrollDecorations),
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MKTAG('S', 'C', 'R', 'L'),
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MKTAG('S', 'R', 'L', 0)
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);
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@ -101,7 +101,7 @@ CDocumentAppearance bookAppearance(
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Rect16(218, 26, 135, 205), // Page 2
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Rect16(231, 217, 34, 27), // Close button rect
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bookDecorations,
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elementsof(bookDecorations),
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ARRAYSIZE(bookDecorations),
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MKTAG('B', 'O', 'O', 'K'),
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MKTAG('B', 'K', 'D', 0)
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);
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@ -123,7 +123,7 @@ CDocumentAppearance parchAppearance(
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Rect16(0, 0, 0, 0), // (No page 2)
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Rect16(164, 229, 20, 20), // Close button rect
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parchDecorations,
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elementsof(parchDecorations),
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ARRAYSIZE(parchDecorations),
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MKTAG('P', 'A', 'R', 'C'),
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MKTAG('P', 'C', 'H', 0)
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);
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@ -594,31 +594,31 @@ void CPortrait::getStateString(char buf[], int8 size, uint16 brotherID) {
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length += appendToStr(
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&buf[length],
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asleepStr,
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elementsof(asleepStr) - 1,
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ARRAYSIZE(asleepStr) - 1,
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size - length - 1);
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} else if (a->enchantmentFlags & (1 << actorParalyzed)) {
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length += appendToStr(
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&buf[length],
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paralysedStr,
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elementsof(paralysedStr) - 1,
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ARRAYSIZE(paralysedStr) - 1,
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size - length - 1);
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} else if (a->enchantmentFlags & (1 << actorBlind)) {
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length += appendToStr(
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&buf[length],
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blindStr,
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elementsof(blindStr) - 1,
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ARRAYSIZE(blindStr) - 1,
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size - length - 1);
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} else if (a->enchantmentFlags & (1 << actorFear)) {
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length += appendToStr(
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&buf[length],
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afraidStr,
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elementsof(afraidStr) - 1,
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ARRAYSIZE(afraidStr) - 1,
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size - length - 1);
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} else if (pa->isAggressive()) {
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length += appendToStr(
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&buf[length],
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angryStr,
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elementsof(angryStr) - 1,
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ARRAYSIZE(angryStr) - 1,
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size - length - 1);
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}
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@ -627,24 +627,24 @@ void CPortrait::getStateString(char buf[], int8 size, uint16 brotherID) {
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length += appendToStr(
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&buf[length],
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commaStr,
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elementsof(commaStr) - 1,
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ARRAYSIZE(commaStr) - 1,
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size - length - 1);
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length += appendToStr(
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&buf[length],
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badlyWoundedStr,
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elementsof(badlyWoundedStr) - 1,
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ARRAYSIZE(badlyWoundedStr) - 1,
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size - length - 1);
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} else if (stats.vitality * 2 > a->effectiveStats.vitality * 3) {
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if (length != 0)
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length += appendToStr(
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&buf[length],
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commaStr,
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elementsof(commaStr) - 1,
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ARRAYSIZE(commaStr) - 1,
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size - length - 1);
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length += appendToStr(
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&buf[length],
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hurtStr,
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elementsof(hurtStr) - 1,
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ARRAYSIZE(hurtStr) - 1,
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size - length - 1);
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}
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@ -653,24 +653,24 @@ void CPortrait::getStateString(char buf[], int8 size, uint16 brotherID) {
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length += appendToStr(
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&buf[length],
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commaStr,
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elementsof(commaStr) - 1,
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ARRAYSIZE(commaStr) - 1,
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size - length - 1);
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length += appendToStr(
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&buf[length],
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poisonedStr,
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elementsof(poisonedStr) - 1,
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ARRAYSIZE(poisonedStr) - 1,
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size - length - 1);
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} else if (a->enchantmentFlags & (1 << actorDiseased)) {
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if (length != 0)
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length += appendToStr(
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&buf[length],
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commaStr,
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elementsof(commaStr) - 1,
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ARRAYSIZE(commaStr) - 1,
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size - length - 1);
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length += appendToStr(
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&buf[length],
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diseasedStr,
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elementsof(diseasedStr) - 1,
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ARRAYSIZE(diseasedStr) - 1,
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size - length - 1);
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}
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@ -678,7 +678,7 @@ void CPortrait::getStateString(char buf[], int8 size, uint16 brotherID) {
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length += appendToStr(
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&buf[length],
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normalStr,
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elementsof(normalStr) - 1,
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ARRAYSIZE(normalStr) - 1,
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size - length - 1);
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}
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}
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@ -705,7 +705,7 @@ CStatusLine::CStatusLine(gPanelList &list,
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lineDisplayed = false;
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queueHead = queueTail = 0;
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for (i = 0; i < elementsof(lineQueue); i++)
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for (i = 0; i < ARRAYSIZE(lineQueue); i++)
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lineQueue[i].text = nullptr;
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}
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@ -42,7 +42,7 @@ ActiveMission *ActiveMission::newMission(ObjectID genID, uint16 script) {
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int i;
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ActiveMission *ms = NULL;
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for (i = 0; i < elementsof(activeMissions); i++) {
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for (i = 0; i < ARRAYSIZE(activeMissions); i++) {
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if (!(activeMissions[i]._data.missionFlags & inUse)) {
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ms = &activeMissions[i];
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break;
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@ -58,7 +58,7 @@ ActiveMission *ActiveMission::newMission(ObjectID genID, uint16 script) {
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ms->_data.numKnowledgeIDs = ms->_data.numObjectIDs = 0;
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memset(ms->_data.missionVars, 0, elementsof(ms->_data.missionVars));
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memset(ms->_data.missionVars, 0, ARRAYSIZE(ms->_data.missionVars));
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return ms;
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}
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@ -69,7 +69,7 @@ ActiveMission *ActiveMission::newMission(ObjectID genID, uint16 script) {
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int ActiveMission::findMission(ObjectID genID) {
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int i;
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for (i = 0; i < elementsof(activeMissions); i++) {
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for (i = 0; i < ARRAYSIZE(activeMissions); i++) {
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if (activeMissions[i]._data.missionFlags & inUse
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&& activeMissions[i]._data.generatorID == genID) {
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return i;
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@ -81,7 +81,7 @@ int ActiveMission::findMission(ObjectID genID) {
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ActiveMission *ActiveMission::missionAddress(int index) {
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assert(index >= 0);
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assert(index < elementsof(activeMissions));
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assert(index < ARRAYSIZE(activeMissions));
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return &activeMissions[index];
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}
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@ -90,7 +90,7 @@ ActiveMission *ActiveMission::missionAddress(int index) {
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// Add record of object creation to mission
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bool ActiveMission::addObjectID(ObjectID objID) {
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if (_data.numObjectIDs < elementsof(_data.missionObjectList)) {
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if (_data.numObjectIDs < ARRAYSIZE(_data.missionObjectList)) {
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_data.missionObjectList[_data.numObjectIDs++] = objID;
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return true;
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}
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@ -124,7 +124,7 @@ bool ActiveMission::removeObjectID(ObjectID objID) {
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bool ActiveMission::addKnowledgeID(ObjectID actor, uint16 knowledgeID) {
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if (!isActor(actor)) return false;
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if (_data.numKnowledgeIDs < elementsof(_data.missionKnowledgeList)) {
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if (_data.numKnowledgeIDs < ARRAYSIZE(_data.missionKnowledgeList)) {
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Actor *a = (Actor *)GameObject::objectAddress(actor);
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if (!a->addKnowledge(knowledgeID)) return false;
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@ -191,7 +191,7 @@ void ActiveMission::cleanup(void) {
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void initMissions(void) {
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int i;
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for (i = 0; i < elementsof(activeMissions); i++)
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for (i = 0; i < ARRAYSIZE(activeMissions); i++)
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activeMissions[i]._data.missionFlags &= ~inUse;
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}
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@ -86,7 +86,7 @@ public:
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void cleanup(void);
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bool spaceForObject(void) {
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return _data.numObjectIDs < elementsof(_data.missionObjectList);
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return _data.numObjectIDs < ARRAYSIZE(_data.missionObjectList);
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}
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// Add record of object creation to mission
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@ -361,7 +361,7 @@ static MotionTaskList &mTaskList = *((MotionTaskList *)mTaskListBuffer);
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// Initialize the MotionTaskList
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MotionTaskList::MotionTaskList(void) {
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for (int i = 0; i < elementsof(array); i++) {
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for (int i = 0; i < ARRAYSIZE(array); i++) {
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free.addTail(array[i]);
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}
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}
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@ -375,7 +375,7 @@ MotionTaskList::MotionTaskList(void **buf) {
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int16 i,
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motionTaskCount;
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for (i = 0; i < elementsof(array); i++) {
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for (i = 0; i < ARRAYSIZE(array); i++) {
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free.addTail(array[i]);
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}
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@ -3283,7 +3283,7 @@ const uint8 twoHandedSwingArray[] = {
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const CombatMotionSet twoHandedSwingSet =
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CombatMotionSet(
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twoHandedSwingArray,
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elementsof(twoHandedSwingArray));
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ARRAYSIZE(twoHandedSwingArray));
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// Construct a subset of all high two handed swing types
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const uint8 twoHandedHighSwingArray[] = {
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@ -3295,7 +3295,7 @@ const uint8 twoHandedHighSwingArray[] = {
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const CombatMotionSet twoHandedHighSwingSet =
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CombatMotionSet(
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twoHandedHighSwingArray,
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elementsof(twoHandedHighSwingArray));
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ARRAYSIZE(twoHandedHighSwingArray));
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// Construct a subset of all low two handed swing types
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const uint8 twoHandedLowSwingArray[] = {
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@ -3307,7 +3307,7 @@ const uint8 twoHandedLowSwingArray[] = {
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const CombatMotionSet twoHandedLowSwingSet =
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CombatMotionSet(
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twoHandedLowSwingArray,
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elementsof(twoHandedLowSwingArray));
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ARRAYSIZE(twoHandedLowSwingArray));
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//-----------------------------------------------------------------------
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// Handle all two handed swing motions
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@ -3402,7 +3402,7 @@ const uint8 oneHandedSwingArray[] = {
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const CombatMotionSet oneHandedSwingSet =
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CombatMotionSet(
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oneHandedSwingArray,
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elementsof(oneHandedSwingArray));
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ARRAYSIZE(oneHandedSwingArray));
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// Construct a subset of all high one handed swing types
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const uint8 oneHandedHighSwingArray[] = {
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@ -3412,7 +3412,7 @@ const uint8 oneHandedHighSwingArray[] = {
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const CombatMotionSet oneHandedHighSwingSet =
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CombatMotionSet(
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oneHandedHighSwingArray,
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elementsof(oneHandedHighSwingArray));
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ARRAYSIZE(oneHandedHighSwingArray));
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// Construct a subset of all low one handed swing types
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const uint8 oneHandedLowSwingArray[] = {
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@ -3422,7 +3422,7 @@ const uint8 oneHandedLowSwingArray[] = {
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const CombatMotionSet oneHandedLowSwingSet =
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CombatMotionSet(
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oneHandedLowSwingArray,
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elementsof(oneHandedLowSwingArray));
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ARRAYSIZE(oneHandedLowSwingArray));
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//-----------------------------------------------------------------------
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// Handle all one handed swing motions
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@ -1250,7 +1250,7 @@ void GameObject::deleteObject(void) {
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if (a->leftHandObject == id) a->leftHandObject = Nothing;
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if (a->rightHandObject == id) a->rightHandObject = Nothing;
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for (i = 0; i < elementsof(a->armorObjects); i++)
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for (i = 0; i < ARRAYSIZE(a->armorObjects); i++)
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if (a->armorObjects[i] == id)
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a->wear(Nothing, i);
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}
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@ -3246,7 +3246,7 @@ static ActiveRegion activeRegionList[playerActors];
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void updateActiveRegions(void) {
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int16 i;
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|
||||
for (i = 0; i < elementsof(activeRegionList); i++)
|
||||
for (i = 0; i < ARRAYSIZE(activeRegionList); i++)
|
||||
activeRegionList[i].update();
|
||||
}
|
||||
|
||||
@ -3761,7 +3761,7 @@ bool ActiveRegionObjectIterator::nextActiveRegion(void) {
|
||||
TilePoint currentRegionSize;
|
||||
|
||||
do {
|
||||
if (++activeRegionIndex >= elementsof(activeRegionList))
|
||||
if (++activeRegionIndex >= ARRAYSIZE(activeRegionList))
|
||||
return false;
|
||||
|
||||
int16 prevRegionIndex;
|
||||
@ -3941,7 +3941,7 @@ ObjectID ActiveRegionObjectIterator::first(GameObject **obj) {
|
||||
|
||||
ObjectID ActiveRegionObjectIterator::next(GameObject **obj) {
|
||||
assert(activeRegionIndex >= 0);
|
||||
assert(activeRegionIndex < elementsof(activeRegionList));
|
||||
assert(activeRegionIndex < ARRAYSIZE(activeRegionList));
|
||||
|
||||
ObjectID currentObjectID;
|
||||
|
||||
|
@ -786,7 +786,7 @@ bool ProtoObj::acceptInsertionAtAction(
|
||||
|
||||
// Creates a color translation table for this object
|
||||
void ProtoObj::getColorTranslation(ColorTable map) {
|
||||
buildColorTable(map, colorMap, elementsof(colorMap));
|
||||
buildColorTable(map, colorMap, ARRAYSIZE(colorMap));
|
||||
}
|
||||
|
||||
uint16 ProtoObj::containmentSet(void) {
|
||||
@ -1106,7 +1106,7 @@ bool InventoryProto::dropAction(
|
||||
|
||||
static const int8 dirOffsetTable[] = { 0, 1, -1, 2, -2, 3, -3 };
|
||||
|
||||
for (i = 0; i < elementsof(dirOffsetTable); i++) {
|
||||
for (i = 0; i < ARRAYSIZE(dirOffsetTable); i++) {
|
||||
TilePoint testPt;
|
||||
Direction testDir;
|
||||
|
||||
@ -2852,7 +2852,7 @@ ContainerWindow *EnchantmentProto::makeWindow( GameObject *Obj )
|
||||
|
||||
// set the decorations for this window
|
||||
window->setDecorations( enchantDecorations,
|
||||
elementsof( enchantDecorations ),
|
||||
ARRAYSIZE( enchantDecorations ),
|
||||
decRes, 'E', 'F', 'R' );
|
||||
|
||||
|
||||
|
@ -867,13 +867,13 @@ DirMaskGroup *MaskComputer::computeMask(uint8 crossSection) {
|
||||
}
|
||||
}
|
||||
|
||||
if (arraySize < elementsof(array)) {
|
||||
if (arraySize < ARRAYSIZE(array)) {
|
||||
// Allocate a new place for this mask group
|
||||
maskGroup = ptrArray[arraySize] = &array[arraySize];
|
||||
arraySize++;
|
||||
} else
|
||||
// Discard last referenced mask group in array
|
||||
maskGroup = ptrArray[elementsof(array) - 1];
|
||||
maskGroup = ptrArray[ARRAYSIZE(array) - 1];
|
||||
|
||||
// Compute the new group of masks
|
||||
maskGroup->computeMask(crossSection);
|
||||
@ -1525,12 +1525,12 @@ void PathRequest::initialize(void) {
|
||||
*tablePtrPtr = node;
|
||||
|
||||
if (nextAvailableLookupNode
|
||||
>= elementsof(volumeLookupNodePool))
|
||||
>= ARRAYSIZE(volumeLookupNodePool))
|
||||
goto big_break;
|
||||
}
|
||||
}
|
||||
|
||||
if (++objectVolumes >= elementsof(objectVolumeArray)) break;
|
||||
if (++objectVolumes >= ARRAYSIZE(objectVolumeArray)) break;
|
||||
}
|
||||
big_break:
|
||||
|
||||
@ -1607,7 +1607,7 @@ void PathRequest::finish(void) {
|
||||
assert(cell != nullptr);
|
||||
|
||||
if (cell->direction != dirInvalid) {
|
||||
res = &tempResult[elementsof(tempResult)];
|
||||
res = &tempResult[ARRAYSIZE(tempResult)];
|
||||
|
||||
prevDir = dirInvalid;
|
||||
|
||||
@ -1648,8 +1648,8 @@ void PathRequest::finish(void) {
|
||||
}
|
||||
|
||||
if (resultSteps) {
|
||||
while (stepCount < elementsof(path)
|
||||
&& res < &tempResult[elementsof(tempResult)]) {
|
||||
while (stepCount < ARRAYSIZE(path)
|
||||
&& res < &tempResult[ARRAYSIZE(tempResult)]) {
|
||||
*resultSteps++ = *res++;
|
||||
stepCount++;
|
||||
}
|
||||
|
@ -510,7 +510,7 @@ void PlayerActor::handleAttacked(void) {
|
||||
// Return a pointer to a PlayerActor given it's ID
|
||||
|
||||
PlayerActor *getPlayerActorAddress(PlayerActorID id) {
|
||||
assert(id >= 0 && id < elementsof(playerList));
|
||||
assert(id >= 0 && id < ARRAYSIZE(playerList));
|
||||
|
||||
return &playerList[id];
|
||||
}
|
||||
|
@ -2342,7 +2342,7 @@ C_Call *actorCFuncList[] = {
|
||||
scriptActorImNotQuiteDead,
|
||||
};
|
||||
|
||||
CallTable actorCFuncs = { actorCFuncList, elementsof(actorCFuncList), 0 };
|
||||
CallTable actorCFuncs = { actorCFuncList, ARRAYSIZE(actorCFuncList), 0 };
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the id of this TAI
|
||||
@ -2615,7 +2615,7 @@ C_Call *tagCFuncList[] = {
|
||||
scriptTagReleaseLock,
|
||||
};
|
||||
|
||||
CallTable tagCFuncs = { tagCFuncList, elementsof(tagCFuncList), 0 };
|
||||
CallTable tagCFuncs = { tagCFuncList, ARRAYSIZE(tagCFuncList), 0 };
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Find a mission by generator id
|
||||
@ -2696,7 +2696,7 @@ C_Call *missionCFuncList[] = {
|
||||
scriptMissionMakeActor,
|
||||
};
|
||||
|
||||
CallTable missionCFuncs = { missionCFuncList, elementsof(missionCFuncList), 0 };
|
||||
CallTable missionCFuncs = { missionCFuncList, ARRAYSIZE(missionCFuncList), 0 };
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Global functions
|
||||
@ -4014,6 +4014,6 @@ C_Call *globalCFuncList[] = {
|
||||
scriptBigMul,
|
||||
};
|
||||
|
||||
CallTable globalCFuncs = { globalCFuncList, elementsof(globalCFuncList), 0 };
|
||||
CallTable globalCFuncs = { globalCFuncList, ARRAYSIZE(globalCFuncList), 0 };
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
@ -482,7 +482,7 @@ bool ProtaganistSensor::check(SenseInfo &info, uint32 senseFlags) {
|
||||
int16 i;
|
||||
bool objIsActor = isActor(getObject());
|
||||
|
||||
for (i = 0; i < (long)elementsof(playerActorIDs); i++) {
|
||||
for (i = 0; i < (long)ARRAYSIZE(playerActorIDs); i++) {
|
||||
Actor *protag =
|
||||
getPlayerActorAddress(playerActorIDs[i])->getActor();
|
||||
|
||||
|
@ -680,18 +680,18 @@ void abortAllSpeeches(void) {
|
||||
void sentenceGenerator(char *sentence) {
|
||||
int16 index;
|
||||
|
||||
index = rand() % elementsof(names);
|
||||
index = rand() % ARRAYSIZE(names);
|
||||
strcat(sentence, names[index]);
|
||||
index = rand() % elementsof(verbs);
|
||||
index = rand() % ARRAYSIZE(verbs);
|
||||
strcat(sentence, verbs[index]);
|
||||
index = rand() % elementsof(adjectives);
|
||||
index = rand() % ARRAYSIZE(adjectives);
|
||||
strcat(sentence, adjectives[index]);
|
||||
index = rand() % elementsof(nouns);
|
||||
index = rand() % ARRAYSIZE(nouns);
|
||||
strcat(sentence, nouns[index]);
|
||||
|
||||
// for(int i=0; i<elementsof(sentenceParts); i++)
|
||||
// for(int i=0; i<ARRAYSIZE(sentenceParts); i++)
|
||||
// {
|
||||
// strcat(sentence,sentenceParts[i].index = rand() % elementsof(sentenceParts[i]);
|
||||
// strcat(sentence,sentenceParts[i].index = rand() % ARRAYSIZE(sentenceParts[i]);
|
||||
// }
|
||||
|
||||
}
|
||||
@ -1015,7 +1015,7 @@ bool isVisible(GameObject *obj) {
|
||||
SpeechTaskList::SpeechTaskList(void) {
|
||||
lockFlag = false;
|
||||
|
||||
for (int i = 0; i < (long)elementsof(array); i++) {
|
||||
for (int i = 0; i < (long)ARRAYSIZE(array); i++) {
|
||||
free.addTail(array[i]);
|
||||
}
|
||||
}
|
||||
@ -1032,7 +1032,7 @@ SpeechTaskList::SpeechTaskList(void **buf) {
|
||||
lockFlag = false;
|
||||
|
||||
// Initialize the free list
|
||||
for (i = 0; i < (long)elementsof(array); i++) {
|
||||
for (i = 0; i < (long)ARRAYSIZE(array); i++) {
|
||||
free.addTail(array[i]);
|
||||
}
|
||||
|
||||
|
@ -572,7 +572,7 @@ void ActorAppearance::loadSpriteBanks(int16 banksNeeded) {
|
||||
appearanceLRU.push_back(this);
|
||||
|
||||
// Load in additional sprite banks if requested...
|
||||
for (bank = 0; bank < (long)elementsof(spriteBanks); bank++) {
|
||||
for (bank = 0; bank < (long)ARRAYSIZE(spriteBanks); bank++) {
|
||||
// Load the sprite handle...
|
||||
if (spriteBanks[bank] == nullptr && (banksNeeded & (1 << bank))) {
|
||||
Common::SeekableReadStream *stream = loadResourceToStream(spriteRes, id + MKTAG(0, 0, 0, bank), "sprite bank");
|
||||
@ -666,7 +666,7 @@ ActorAppearance *LoadActorAppearance(uint32 id, int16 banksNeeded) {
|
||||
}
|
||||
|
||||
// Dump the sprites being stored
|
||||
for (bank = 0; bank < (long)elementsof(aa->spriteBanks); bank++) {
|
||||
for (bank = 0; bank < (long)ARRAYSIZE(aa->spriteBanks); bank++) {
|
||||
if (aa->spriteBanks[bank])
|
||||
delete aa->spriteBanks[bank];
|
||||
aa->spriteBanks[bank] = nullptr;
|
||||
@ -845,7 +845,7 @@ void initSprites(void) {
|
||||
initQuickMem(0x10000);
|
||||
|
||||
// Initialize actor appearance table
|
||||
for (i = 0; i < elementsof(appearanceTable); i++) {
|
||||
for (i = 0; i < ARRAYSIZE(appearanceTable); i++) {
|
||||
ActorAppearance *aa = &appearanceTable[i];
|
||||
|
||||
aa->useCount = 0;
|
||||
|
@ -38,13 +38,8 @@ typedef uint32 ChunkID;
|
||||
|
||||
#define FTA
|
||||
|
||||
// #define LEAVE goto exitit // bail out of function
|
||||
#define unless(x) if((x)==NULL) // an inverted if statement
|
||||
|
||||
#ifndef elementsof
|
||||
#define elementsof(x) (sizeof(x)/sizeof(x[0]))
|
||||
#endif
|
||||
|
||||
#ifndef offsetof
|
||||
#define offsetof(type,field) (uint32)&(((type *)0)->field)
|
||||
#endif
|
||||
|
@ -2170,11 +2170,11 @@ TilePoint GoAwayFromActorTask::getRepulsionVector(void) {
|
||||
repulsionVector;
|
||||
int16 i;
|
||||
TilePoint locArray[6];
|
||||
int16 strengthArray[elementsof(locArray)] =
|
||||
int16 strengthArray[ARRAYSIZE(locArray)] =
|
||||
{ 1, 1, 1, 1, 1, 1 };
|
||||
int16 distArray[elementsof(locArray)];
|
||||
int16 distArray[ARRAYSIZE(locArray)];
|
||||
TargetLocationArray tla(
|
||||
elementsof(locArray),
|
||||
ARRAYSIZE(locArray),
|
||||
locArray,
|
||||
distArray);
|
||||
|
||||
@ -2728,9 +2728,9 @@ void HuntToBeNearObjectTask::evaluateTarget(void) {
|
||||
Actor *a = stack->getActor();
|
||||
int16 i;
|
||||
GameObject *objArray[16];
|
||||
int16 distArray[elementsof(objArray)];
|
||||
int16 distArray[ARRAYSIZE(objArray)];
|
||||
TargetObjectArray toa(
|
||||
elementsof(objArray),
|
||||
ARRAYSIZE(objArray),
|
||||
objArray,
|
||||
distArray);
|
||||
SenseInfo info;
|
||||
@ -2867,9 +2867,9 @@ void HuntToPossessTask::evaluateTarget(void) {
|
||||
Actor *a = stack->getActor();
|
||||
int16 i;
|
||||
GameObject *objArray[16];
|
||||
int16 distArray[elementsof(objArray)];
|
||||
int16 distArray[ARRAYSIZE(objArray)];
|
||||
TargetObjectArray toa(
|
||||
elementsof(objArray),
|
||||
ARRAYSIZE(objArray),
|
||||
objArray,
|
||||
distArray);
|
||||
SenseInfo info;
|
||||
@ -3166,9 +3166,9 @@ void HuntToBeNearActorTask::evaluateTarget(void) {
|
||||
Actor *a = stack->getActor();
|
||||
int16 i;
|
||||
Actor *actorArray[16];
|
||||
int16 distArray[elementsof(actorArray)];
|
||||
int16 distArray[ARRAYSIZE(actorArray)];
|
||||
TargetActorArray taa(
|
||||
elementsof(actorArray),
|
||||
ARRAYSIZE(actorArray),
|
||||
actorArray,
|
||||
distArray);
|
||||
SenseInfo info;
|
||||
@ -3411,9 +3411,9 @@ void HuntToKillTask::evaluateTarget(void) {
|
||||
ActorProto *proto = (ActorProto *)a->proto();
|
||||
int16 i;
|
||||
Actor *actorArray[16];
|
||||
int16 distArray[elementsof(actorArray)];
|
||||
int16 distArray[ARRAYSIZE(actorArray)];
|
||||
TargetActorArray taa(
|
||||
elementsof(actorArray),
|
||||
ARRAYSIZE(actorArray),
|
||||
actorArray,
|
||||
distArray);
|
||||
SenseInfo info;
|
||||
@ -3921,8 +3921,8 @@ void BandTask::evaluateTarget(void) {
|
||||
TilePoint repulsorVector;
|
||||
int16 repulsorStrength;
|
||||
TilePoint repulsorVectorArray[6];
|
||||
int16 repulsorStrengthArray[elementsof(repulsorVectorArray)];
|
||||
int16 repulsorDistArray[elementsof(repulsorVectorArray)];
|
||||
int16 repulsorStrengthArray[ARRAYSIZE(repulsorVectorArray)];
|
||||
int16 repulsorDistArray[ARRAYSIZE(repulsorVectorArray)];
|
||||
int16 repulsorCount;
|
||||
bool repulsorFlag;
|
||||
|
||||
@ -3950,7 +3950,7 @@ void BandTask::evaluateTarget(void) {
|
||||
int16 j = repulsorCount;
|
||||
|
||||
if (repulsorDist < repulsorDistArray[j - 1]) {
|
||||
if (repulsorCount < (long)elementsof(repulsorVectorArray)) {
|
||||
if (repulsorCount < (long)ARRAYSIZE(repulsorVectorArray)) {
|
||||
repulsorDistArray[j] = repulsorDistArray[j - 1];
|
||||
repulsorVectorArray[j] = repulsorVectorArray[j - 1];
|
||||
repulsorStrengthArray[j] = repulsorStrengthArray[j - 1];
|
||||
@ -3965,8 +3965,8 @@ void BandTask::evaluateTarget(void) {
|
||||
j--;
|
||||
}
|
||||
|
||||
if (j < (long)elementsof(repulsorVectorArray)) {
|
||||
if (repulsorCount < (long)elementsof(repulsorVectorArray))
|
||||
if (j < (long)ARRAYSIZE(repulsorVectorArray)) {
|
||||
if (repulsorCount < (long)ARRAYSIZE(repulsorVectorArray))
|
||||
repulsorCount++;
|
||||
repulsorDistArray[j] = repulsorDist;
|
||||
repulsorVectorArray[j] = repulsorVector;
|
||||
@ -4099,8 +4099,8 @@ bool BandTask::BandAndAvoidEnemiesRepulsorIterator::firstEnemyRepulsor(
|
||||
int16 &repulsorStrength) {
|
||||
assert(iteratingThruEnemies);
|
||||
|
||||
int16 actorDistArray[elementsof(actorArray)];
|
||||
TargetActorArray taa(elementsof(actorArray), actorArray, actorDistArray);
|
||||
int16 actorDistArray[ARRAYSIZE(actorArray)];
|
||||
TargetActorArray taa(ARRAYSIZE(actorArray), actorArray, actorDistArray);
|
||||
ActorPropertyTarget target(actorPropIDEnemy);
|
||||
|
||||
numActors = target.actor(a->world(), a->getLocation(), taa);
|
||||
|
@ -984,7 +984,7 @@ static TileActivityTaskList &aTaskList =
|
||||
// Constructor
|
||||
|
||||
TileActivityTaskList::TileActivityTaskList(void) {
|
||||
for (uint i = 0; i < elementsof(array); i++) {
|
||||
for (uint i = 0; i < ARRAYSIZE(array); i++) {
|
||||
free.addTail(array[i]);
|
||||
}
|
||||
}
|
||||
@ -997,7 +997,7 @@ TileActivityTaskList::TileActivityTaskList(void **buf) {
|
||||
|
||||
int16 taskCount;
|
||||
|
||||
for (uint i = 0; i < elementsof(array); i++) {
|
||||
for (uint i = 0; i < ARRAYSIZE(array); i++) {
|
||||
free.addTail(array[i]);
|
||||
}
|
||||
|
||||
@ -2481,7 +2481,7 @@ void WorldMapData::buildInstanceHash(void) {
|
||||
if (ai->_data.itemType == activeTypeInstance) {
|
||||
hashVal = (((ai->_data.instance.u + ai->_data.instance.h) << 4)
|
||||
+ ai->_data.instance.v + (ai->_data.instance.groupID << 2))
|
||||
% elementsof(instHash);
|
||||
% ARRAYSIZE(instHash);
|
||||
|
||||
itemHash.setVal(hashVal, ai);
|
||||
}
|
||||
@ -2496,7 +2496,7 @@ ActiveItem *WorldMapData::findHashedInstance(
|
||||
TilePoint &tp,
|
||||
int16 group) {
|
||||
int16 hashVal = (((tp.u + tp.z) << 4) + tp.v + (group << 2))
|
||||
% elementsof(instHash);
|
||||
% ARRAYSIZE(instHash);
|
||||
|
||||
if (itemHash.contains(hashVal))
|
||||
return itemHash.getVal(hashVal);
|
||||
@ -2865,7 +2865,7 @@ void buildRipTables(void) {
|
||||
int16 tableIndex;
|
||||
|
||||
// bit array of available rip tables
|
||||
uint8 tableAvail[(elementsof(ripTableList) + 7) >> 3];
|
||||
uint8 tableAvail[(ARRAYSIZE(ripTableList) + 7) >> 3];
|
||||
|
||||
memset(tableAvail, 0xFF, sizeof(tableAvail));
|
||||
|
||||
@ -2899,7 +2899,7 @@ void buildRipTables(void) {
|
||||
|
||||
uint j;
|
||||
// Find available table
|
||||
for (j = 0; j < elementsof(ripTableList); j++) {
|
||||
for (j = 0; j < ARRAYSIZE(ripTableList); j++) {
|
||||
if (tableAvail[j >> 3] & (1 << (j & 0x7)))
|
||||
break;
|
||||
}
|
||||
|
@ -668,7 +668,7 @@ void loadTileModeState(SaveFileReader &saveGame) {
|
||||
|
||||
void TileModeSetup(void) {
|
||||
// Load in decorative panels for the main window (for this mode)
|
||||
mainWindow->setDecorations(mainWindowDecorations, elementsof(mainWindowDecorations), imageRes);
|
||||
mainWindow->setDecorations(mainWindowDecorations, ARRAYSIZE(mainWindowDecorations), imageRes);
|
||||
|
||||
// Test to draw borders.
|
||||
// REM: We should actually have a routine to refresh the window...
|
||||
|
@ -737,7 +737,7 @@ int16 FileDialog(int16 fileProcess) {
|
||||
|
||||
|
||||
win->setDecorations(saveWindowDecorations,
|
||||
elementsof(saveWindowDecorations),
|
||||
ARRAYSIZE(saveWindowDecorations),
|
||||
decRes, 'S', 'L', 'D');
|
||||
|
||||
win->userData = &rInfo;
|
||||
@ -922,7 +922,7 @@ int16 OptionsDialog(bool disableSaveResume) {
|
||||
}
|
||||
|
||||
win->setDecorations(optionsDecorations,
|
||||
elementsof(optionsDecorations),
|
||||
ARRAYSIZE(optionsDecorations),
|
||||
decRes, 'O', 'P', 'T');
|
||||
|
||||
|
||||
@ -1035,7 +1035,7 @@ bool initUserDialog(void) {
|
||||
udWin = new ModalWindow(messageWindowRect, 0 nullptr);
|
||||
|
||||
udWin->setDecorations(messageDecorations,
|
||||
elementsof(messageDecorations),
|
||||
ARRAYSIZE(messageDecorations),
|
||||
udDecRes, 'M', 'E', 'S');
|
||||
|
||||
udWin->userData = &udrInfo;
|
||||
@ -1237,7 +1237,7 @@ int16 userDialog(const char *title, const char *msg, const char *bMsg1,
|
||||
new CPlacardPanel(*win, messageTextRects[1], msg, &Onyx10Font, 0, pal, 0, nullptr);
|
||||
|
||||
win->setDecorations(messageDecorations,
|
||||
elementsof(messageDecorations),
|
||||
ARRAYSIZE(messageDecorations),
|
||||
decRes, 'M', 'E', 'S');
|
||||
|
||||
|
||||
@ -1539,7 +1539,7 @@ void placardWindow(int8 type, char *text) {
|
||||
|
||||
// setup the background imagery
|
||||
win->setDecorations(plaqDecWood,
|
||||
elementsof(plaqDecWood),
|
||||
ARRAYSIZE(plaqDecWood),
|
||||
resContext, 'P', 'L', 'Q');
|
||||
|
||||
break;
|
||||
@ -1554,7 +1554,7 @@ void placardWindow(int8 type, char *text) {
|
||||
|
||||
// setup the background imagery
|
||||
win->setDecorations(plaqDecStone,
|
||||
elementsof(plaqDecStone),
|
||||
ARRAYSIZE(plaqDecStone),
|
||||
resContext, 'P', 'L', 'Q');
|
||||
|
||||
break;
|
||||
@ -1569,7 +1569,7 @@ void placardWindow(int8 type, char *text) {
|
||||
|
||||
// setup the background imagery
|
||||
win->setDecorations(plaqDecBrass,
|
||||
elementsof(plaqDecBrass),
|
||||
ARRAYSIZE(plaqDecBrass),
|
||||
resContext, 'P', 'L', 'Q');
|
||||
|
||||
break;
|
||||
|
@ -137,7 +137,7 @@ void CVideoBox::init(void) {
|
||||
|
||||
// get the decorations for this window
|
||||
setDecorations(vidDec,
|
||||
elementsof(vidDec),
|
||||
ARRAYSIZE(vidDec),
|
||||
decRes,
|
||||
'V', 'B', 'D');
|
||||
|
||||
|
@ -247,7 +247,7 @@ void createPalette(
|
||||
int i;
|
||||
uint32 fadeProgress = (elapsedTime << 8) / totalTime_;
|
||||
|
||||
for (i = 0; i < (long)elementsof(newP->entry); i++) {
|
||||
for (i = 0; i < (long)ARRAYSIZE(newP->entry); i++) {
|
||||
gPaletteEntry *srcPal = &srcP->entry[i];
|
||||
gPaletteEntry *dstPal = &dstP->entry[i];
|
||||
gPaletteEntry *curPal = &newP->entry[i];
|
||||
|
Loading…
x
Reference in New Issue
Block a user