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ULTIMA8: Const and type correctness
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@ -273,8 +273,8 @@ uint32 Container::getContentVolume() const {
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}
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void Container::containerSearch(UCList *itemlist, const uint8 *loopscript,
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uint32 scriptsize, bool recurse) {
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Std::list<Item *>::iterator iter;
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uint32 scriptsize, bool recurse) const {
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Std::list<Item *>::const_iterator iter;
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for (iter = _contents.begin(); iter != _contents.end(); ++iter) {
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// check item against loopscript
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if ((*iter)->checkLoopScript(loopscript, scriptsize)) {
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@ -84,7 +84,7 @@ public:
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//! \param scriptsize The size (in bytes) of the loopscript
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//! \param recurse If true, search through child-containers too
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void containerSearch(UCList *itemlist, const uint8 *loopscript,
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uint32 scriptsize, bool recurse);
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uint32 scriptsize, bool recurse) const;
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//! Get the weight of the container and its contents
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//! \return weight
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@ -431,7 +431,7 @@ void CurrentMap::clipMapChunks(int &minx, int &maxx, int &miny, int &maxy) const
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void CurrentMap::areaSearch(UCList *itemlist, const uint8 *loopscript,
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uint32 scriptsize, const Item *check, uint16 range,
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bool recurse, int32 x, int32 y) {
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bool recurse, int32 x, int32 y) const {
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int32 xd = 0, yd = 0;
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// if item != 0, search an area around item. Otherwise, search an area
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@ -474,9 +474,9 @@ void CurrentMap::areaSearch(UCList *itemlist, const uint8 *loopscript,
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continue;
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// check item against loopscript
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if ((*iter)->checkLoopScript(loopscript, scriptsize)) {
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if (item->checkLoopScript(loopscript, scriptsize)) {
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assert(itemlist->getElementSize() == 2);
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uint16 objid = (*iter)->getObjId();
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uint16 objid = item->getObjId();
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uint8 buf[2];
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buf[0] = static_cast<uint8>(objid);
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buf[1] = static_cast<uint8>(objid >> 8);
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@ -485,7 +485,7 @@ void CurrentMap::areaSearch(UCList *itemlist, const uint8 *loopscript,
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if (recurse) {
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// recurse into child-containers
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Container *container = p_dynamic_cast<Container *>(*iter);
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const Container *container = p_dynamic_cast<const Container *>(item);
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if (container)
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container->containerSearch(itemlist, loopscript,
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scriptsize, recurse);
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@ -497,7 +497,7 @@ void CurrentMap::areaSearch(UCList *itemlist, const uint8 *loopscript,
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void CurrentMap::surfaceSearch(UCList *itemlist, const uint8 *loopscript,
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uint32 scriptsize, const Item *check,
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bool above, bool below, bool recurse) {
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bool above, bool below, bool recurse) const {
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int32 origin[3];
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int32 dims[3];
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check->getLocationAbsolute(origin[0], origin[1], origin[2]);
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@ -509,7 +509,7 @@ void CurrentMap::surfaceSearch(UCList *itemlist, const uint8 *loopscript,
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void CurrentMap::surfaceSearch(UCList *itemlist, const uint8 *loopscript,
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uint32 scriptsize, ObjId check,
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int32 origin[3], int32 dims[3],
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bool above, bool below, bool recurse) {
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bool above, bool below, bool recurse) const {
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const Rect searchrange(origin[0] - dims[0], origin[1] - dims[1],
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dims[0], dims[1]);
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@ -563,9 +563,9 @@ void CurrentMap::surfaceSearch(UCList *itemlist, const uint8 *loopscript,
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continue;
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// check item against loopscript
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if ((*iter)->checkLoopScript(loopscript, scriptsize)) {
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if (item->checkLoopScript(loopscript, scriptsize)) {
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assert(itemlist->getElementSize() == 2);
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uint16 objid = (*iter)->getObjId();
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uint16 objid = item->getObjId();
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uint8 buf[2];
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buf[0] = static_cast<uint8>(objid);
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buf[1] = static_cast<uint8>(objid >> 8);
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@ -606,7 +606,7 @@ bool CurrentMap::isValidPosition(int32 x, int32 y, int32 z,
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ObjId *roof) const {
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const ShapeInfo *si = GameData::get_instance()->
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getMainShapes()->getShapeInfo(shape);
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int xd, yd, zd;
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int32 xd, yd, zd;
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// Note: this assumes the shape to be placed is not flipped
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si->getFootpadWorld(xd, yd, zd, 0);
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@ -84,18 +84,18 @@ public:
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//! \param y y coordinate of search center if item is 0.
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void areaSearch(UCList *itemlist, const uint8 *loopscript,
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uint32 scriptsize, const Item *item, uint16 range,
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bool recurse, int32 x = 0, int32 y = 0);
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bool recurse, int32 x = 0, int32 y = 0) const;
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// Surface search: Search above and below an item.
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void surfaceSearch(UCList *itemlist, const uint8 *loopscript,
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uint32 scriptsize, const Item *item, bool above,
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bool below, bool recurse = false);
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bool below, bool recurse = false) const;
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// Surface search: Search above and below an item.
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void surfaceSearch(UCList *itemlist, const uint8 *loopscript,
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uint32 scriptsize, ObjId id,
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int32 origin[3], int32 dims[2],
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bool above, bool below, bool recurse = false);
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bool above, bool below, bool recurse = false) const;
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// Collision detection. Returns true if the box [x,y,z]-[x-xd,y-yd,z+zd]
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// does not collide with any solid items.
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@ -618,7 +618,7 @@ uint32 Item::getVolume() const {
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}
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}
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bool Item::checkLoopScript(const uint8 *script, uint32 scriptsize) {
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bool Item::checkLoopScript(const uint8 *script, uint32 scriptsize) const {
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// if really necessary this could be made static to prevent news/deletes
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DynamicUCStack stack(0x40); // 64bytes should be plenty of room
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@ -377,7 +377,7 @@ public:
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//! \param script The loopscript to run
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//! \param scriptsize The size (in bytes) of the loopscript
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//! \return true if the item matches, false otherwise
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bool checkLoopScript(const uint8 *script, uint32 scriptsize);
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bool checkLoopScript(const uint8 *script, uint32 scriptsize) const;
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uint32 callUsecodeEvent_look(); // event 0
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uint32 callUsecodeEvent_use(); // event 1
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