mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-05 00:36:57 +00:00
fix warnings
This commit is contained in:
parent
9d2b149b1e
commit
788713d3b4
@ -35,8 +35,8 @@ namespace Grim {
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int g_winX1, g_winY1, g_winX2, g_winY2;
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Actor::Actor(const char *name) :
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_name(name), _setName(""), _talkColor(255, 255, 255), _pos(0, 0, 0),
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Actor::Actor(const char *actorName) :
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_name(actorName), _setName(""), _talkColor(255, 255, 255), _pos(0, 0, 0),
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// Some actors don't set walk and turn rates, so we default the
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// _turnRate so Doug at the cat races can turn and we set the
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// _walkRate so Glottis at the demon beaver entrance can walk
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@ -84,30 +84,30 @@ void Actor::saveState(SaveGame *savedState) {
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}
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void Actor::setYaw(float yaw) {
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void Actor::setYaw(float yawParam) {
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// While the program correctly handle yaw angles outside
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// of the range [0, 360), proper convention is to roll
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// these values over correctly
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if (yaw >= 360.0)
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_yaw = yaw - 360;
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else if (yaw < 0.0)
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_yaw = yaw + 360;
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if (yawParam >= 360.0)
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_yaw = yawParam - 360;
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else if (yawParam < 0.0)
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_yaw = yawParam + 360;
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else
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_yaw = yaw;
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_yaw = yawParam;
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}
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void Actor::setRot(float pitch, float yaw, float roll) {
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_pitch = pitch;
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setYaw(yaw);
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_roll = roll;
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void Actor::setRot(float pitchParam, float yawParam, float rollParam) {
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_pitch = pitchParam;
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setYaw(yawParam);
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_roll = rollParam;
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}
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void Actor::turnTo(float pitch, float yaw, float roll) {
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_pitch = pitch;
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_roll = roll;
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if (_yaw != yaw) {
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void Actor::turnTo(float pitchParam, float yawParam, float rollParam) {
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_pitch = pitchParam;
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_roll = rollParam;
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if (_yaw != yawParam) {
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_turning = true;
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_destYaw = yaw;
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_destYaw = yawParam;
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} else
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_turning = false;
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}
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@ -172,12 +172,12 @@ void Actor::walkForward() {
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while (currSector) {
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prevSector = currSector;
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Graphics::Vector3d puckVector = currSector->projectToPuckVector(forwardVec);
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puckVector /= puckVector.magnitude();
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currSector->getExitInfo(_pos, puckVector, &ei);
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Graphics::Vector3d puckVec = currSector->projectToPuckVector(forwardVec);
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puckVec /= puckVec.magnitude();
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currSector->getExitInfo(_pos, puckVec, &ei);
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float exitDist = (ei.exitPoint - _pos).magnitude();
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if (dist < exitDist) {
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_pos += puckVector * dist;
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_pos += puckVec * dist;
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_walkedCur = true;
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return;
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}
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@ -188,7 +188,7 @@ void Actor::walkForward() {
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// Check for an adjacent sector which can continue
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// the path
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currSector = g_grim->currScene()->findPointSector(ei.exitPoint + (float)0.0001 * puckVector, 0x1000);
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currSector = g_grim->currScene()->findPointSector(ei.exitPoint + (float)0.0001 * puckVec, 0x1000);
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if (currSector == prevSector)
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break;
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}
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@ -422,8 +422,8 @@ void Actor::shutUp() {
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}
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}
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void Actor::pushCostume(const char *name) {
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Costume *newCost = g_resourceloader->loadCostume(name, currentCostume());
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void Actor::pushCostume(const char *n) {
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Costume *newCost = g_resourceloader->loadCostume(n, currentCostume());
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newCost->setColormap(NULL);
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_costumeStack.push_back(newCost);
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@ -438,11 +438,11 @@ void Actor::setColormap(const char *map) {
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}
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}
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void Actor::setCostume(const char *name) {
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void Actor::setCostume(const char *n) {
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if (!_costumeStack.empty())
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popCostume();
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pushCostume(name);
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pushCostume(n);
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}
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void Actor::popCostume() {
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@ -488,9 +488,9 @@ void Actor::setHead(int joint1, int joint2, int joint3, float maxRoll, float max
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}
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}
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Costume *Actor::findCostume(const char *name) {
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Costume *Actor::findCostume(const char *n) {
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for (Common::List<Costume *>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); i++)
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if (strcasecmp((*i)->filename(), name) == 0)
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if (strcasecmp((*i)->filename(), n) == 0)
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return *i;
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return NULL;
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@ -681,20 +681,20 @@ void Actor::undraw(bool /*visible*/) {
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#define strmatch(src, dst) (strlen(src) == strlen(dst) && strcmp(src, dst) == 0)
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void Actor::setShadowPlane(const char *name) {
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void Actor::setShadowPlane(const char *n) {
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assert(_activeShadowSlot != -1);
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_shadowArray[_activeShadowSlot].name = name;
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_shadowArray[_activeShadowSlot].name = n;
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}
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void Actor::addShadowPlane(const char *name) {
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void Actor::addShadowPlane(const char *n) {
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assert(_activeShadowSlot != -1);
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int numSectors = g_grim->currScene()->getSectorCount();
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for (int i = 0; i < numSectors; i++) {
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Sector *sector = g_grim->currScene()->getSectorBase(i);
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if (strmatch(sector->name(), name)) {
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if (strmatch(sector->name(), n)) {
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_shadowArray[_activeShadowSlot].planeList.push_back(sector);
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g_grim->flagRefreshShadowMask(true);
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return;
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@ -722,10 +722,10 @@ void Actor::setActivateShadow(int shadowId, bool state) {
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_shadowArray[shadowId].active = state;
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}
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void Actor::setShadowPoint(Graphics::Vector3d pos) {
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void Actor::setShadowPoint(Graphics::Vector3d p) {
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assert(_activeShadowSlot != -1);
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_shadowArray[_activeShadowSlot].pos = pos;
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_shadowArray[_activeShadowSlot].pos = p;
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}
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void Actor::clearShadowPlanes() {
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@ -60,7 +60,7 @@ public:
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void setTalkColor(const Color& c) { _talkColor = c; }
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Color talkColor() const { return _talkColor; }
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void setPos(Graphics::Vector3d pos) { _pos = pos; }
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void setPos(Graphics::Vector3d position) { _pos = position; }
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// When the actor is walking report where the actor is going to and
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// not the actual current position, this fixes some scene change
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// change issues with the Bone Wagon (along with other fixes)
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@ -83,7 +83,7 @@ public:
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bool visible() const { return _visible; }
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// The set should change immediately, otherwise a very rapid set change
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// for an actor will be recognized incorrectly and the actor will be lost.
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void putInSet(const char *name) { _setName = name; }
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void putInSet(const char *setName) { _setName = setName; }
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void setTurnRate(float rate) { _turnRate = rate; }
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float turnRate() const { return _turnRate; }
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void setWalkRate(float rate) { _walkRate = rate; }
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@ -93,8 +93,8 @@ public:
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float angleTo(const Actor &a) const;
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float yawTo(Graphics::Vector3d p) const;
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bool inSet(const char *name) const {
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return _setName == name;
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bool inSet(const char *setName) const {
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return _setName == setName;
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}
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void walkForward();
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void setReflection(float angle) { _reflectionAngle = angle; }
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@ -33,15 +33,15 @@ namespace Grim {
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static void decompress_codec3(const char *compressed, char *result);
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Bitmap::Bitmap(const char *filename, const char *data, int len) {
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_fname = filename;
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Bitmap::Bitmap(const char *fname, const char *data, int len) {
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_fname = fname;
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if (len < 8 || memcmp(data, "BM F\0\0\0", 8) != 0) {
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if (gDebugLevel == DEBUG_BITMAPS || gDebugLevel == DEBUG_ERROR || gDebugLevel == DEBUG_ALL)
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error("Invalid magic loading bitmap");
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}
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strcpy(_filename, filename);
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strcpy(_filename, fname);
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int codec = READ_LE_UINT32(data + 8);
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// _paletteIncluded = READ_LE_UINT32(data + 12);
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@ -85,17 +85,17 @@ Bitmap::Bitmap(const char *filename, const char *data, int len) {
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g_driver->createBitmap(this);
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}
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Bitmap::Bitmap(const char *data, int width, int height, const char *filename) {
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_fname = filename;
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Bitmap::Bitmap(const char *data, int w, int h, const char *fname) {
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_fname = fname;
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if (gDebugLevel == DEBUG_BITMAPS || gDebugLevel == DEBUG_NORMAL || gDebugLevel == DEBUG_ALL)
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printf("New bitmap loaded: %s\n", filename);
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strcpy(_filename, filename);
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printf("New bitmap loaded: %s\n", fname);
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strcpy(_filename, fname);
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_currImage = 1;
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_numImages = 1;
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_x = 0;
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_y = 0;
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_width = width;
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_height = height;
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_width = w;
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_height = h;
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_format = 1;
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_numTex = 0;
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_texIds = NULL;
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@ -50,8 +50,8 @@ public:
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int height() const { return _height; }
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int x() const { return _x; }
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int y() const { return _y; }
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void setX(int x) { _x = x; }
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void setY(int y) { _y = y; }
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void setX(int xPos) { _x = xPos; }
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void setY(int yPos) { _y = yPos; }
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char *getData() { return _data[_currImage]; }
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@ -35,8 +35,8 @@ namespace Grim {
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class CMap {
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public:
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// Load a colormap from the given data.
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CMap(const char *filename, const char *data, int len) {
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_fname = filename;
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CMap(const char *fileName, const char *data, int len) {
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_fname = fileName;
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if (len < 4 || READ_BE_UINT32(data) != MKID_BE('CMP '))
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error("Invalid magic loading colormap");
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memcpy(_colors, data + 64, sizeof(_colors));
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@ -172,8 +172,8 @@ private:
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Graphics::Matrix4 _matrix;
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};
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BitmapComponent::BitmapComponent(Costume::Component *parent, int parentID, const char *filename, tag32 tag) :
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Costume::Component(parent, parentID, tag), _filename(filename) {
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BitmapComponent::BitmapComponent(Costume::Component *p, int parentID, const char *filename, tag32 t) :
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Costume::Component(p, parentID, t), _filename(filename) {
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}
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void BitmapComponent::setKey(int val) {
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@ -205,8 +205,8 @@ void BitmapComponent::setKey(int val) {
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*/
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}
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ModelComponent::ModelComponent(Costume::Component *parent, int parentID, const char *filename, Costume::Component *prevComponent, tag32 tag) :
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Costume::Component(parent, parentID, tag), _filename(filename),
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ModelComponent::ModelComponent(Costume::Component *p, int parentID, const char *filename, Costume::Component *prevComponent, tag32 t) :
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Costume::Component(p, parentID, t), _filename(filename),
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_obj(NULL), _hier(NULL) {
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const char *comma = strchr(filename, ',');
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@ -233,17 +233,17 @@ void ModelComponent::init() {
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// by the sharing MainModelComponent
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// constructor before
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if (!_obj) {
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CMap *cmap = this->cmap();
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CMap *cm = this->cmap();
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// Get the default colormap if we haven't found
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// a valid colormap
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if (!cmap) {
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if (!cm) {
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if (gDebugLevel == DEBUG_MODEL || gDebugLevel == DEBUG_WARN || gDebugLevel == DEBUG_ALL)
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warning("No colormap specified for %s, using %s", _filename.c_str(), DEFAULT_COLORMAP);
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cmap = g_resourceloader->loadColormap(DEFAULT_COLORMAP);
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cm = g_resourceloader->loadColormap(DEFAULT_COLORMAP);
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}
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_obj = g_resourceloader->loadModel(_filename.c_str(), cmap);
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_obj = g_resourceloader->loadModel(_filename.c_str(), cm);
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_hier = _obj->copyHierarchy();
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// Use parent availablity to decide whether to default the
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// component to being visible
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@ -289,11 +289,11 @@ void ModelComponent::update() {
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}
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void ModelComponent::resetColormap() {
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CMap *cmap;
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CMap *cm;
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cmap = this->cmap();
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if (_obj && cmap)
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_obj->reload(cmap);
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cm = this->cmap();
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if (_obj && cm)
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_obj->reload(cm);
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}
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ModelComponent::~ModelComponent() {
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@ -328,8 +328,8 @@ void ModelComponent::draw() {
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translateObject(_hier->_parent, true);
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}
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MainModelComponent::MainModelComponent(Costume::Component *parent, int parentID, const char *filename, Costume::Component *prevComponent, tag32 tag) :
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ModelComponent(parent, parentID, filename, prevComponent, tag), _hierShared(false) {
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MainModelComponent::MainModelComponent(Costume::Component *p, int parentID, const char *filename, Costume::Component *prevComponent, tag32 t) :
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ModelComponent(p, parentID, filename, prevComponent, t), _hierShared(false) {
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if (parentID == -2 && prevComponent) {
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MainModelComponent *mmc = dynamic_cast<MainModelComponent *>(prevComponent);
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@ -381,12 +381,12 @@ private:
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int _num;
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};
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ColormapComponent::ColormapComponent(Costume::Component *parent, int parentID, const char *filename, tag32 tag) :
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Costume::Component(parent, parentID, tag) {
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ColormapComponent::ColormapComponent(Costume::Component *p, int parentID, const char *filename, tag32 t) :
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Costume::Component(p, parentID, t) {
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_cmap = g_resourceloader->loadColormap(filename);
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if (parent)
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parent->setColormap(_cmap);
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if (p)
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p->setColormap(_cmap);
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else
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warning("No parent to apply colormap object on.");
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}
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@ -413,8 +413,8 @@ private:
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Common::String _fname;
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};
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KeyframeComponent::KeyframeComponent(Costume::Component *parent, int parentID, const char *filename, tag32 tag) :
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Costume::Component(parent, parentID, tag), _priority1(1), _priority2(5), _hier(NULL), _active(false) {
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KeyframeComponent::KeyframeComponent(Costume::Component *p, int parentID, const char *filename, tag32 t) :
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Costume::Component(p, parentID, t), _priority1(1), _priority2(5), _hier(NULL), _active(false) {
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_fname = filename;
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const char *comma = strchr(filename, ',');
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if (comma) {
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@ -494,8 +494,8 @@ void KeyframeComponent::init() {
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}
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}
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MeshComponent::MeshComponent(Costume::Component *parent, int parentID, const char *name, tag32 tag) :
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Costume::Component(parent, parentID, tag), _name(name), _node(NULL) {
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MeshComponent::MeshComponent(Costume::Component *p, int parentID, const char *name, tag32 t) :
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Costume::Component(p, parentID, t), _name(name), _node(NULL) {
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if (sscanf(name, "mesh %d", &_num) < 1)
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error("Couldn't parse mesh name %s", name);
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@ -525,8 +525,8 @@ void MeshComponent::update() {
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_node->update();
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}
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MaterialComponent::MaterialComponent(Costume::Component *parent, int parentID, const char *filename, tag32 tag) :
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Costume::Component(parent, parentID, tag), _filename(filename),
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MaterialComponent::MaterialComponent(Costume::Component *p, int parentID, const char *filename, tag32 t) :
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Costume::Component(p, parentID, t), _filename(filename),
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_num(0) {
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if (gDebugLevel == DEBUG_MODEL || gDebugLevel == DEBUG_WARN || gDebugLevel == DEBUG_ALL)
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@ -534,16 +534,16 @@ MaterialComponent::MaterialComponent(Costume::Component *parent, int parentID, c
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}
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void MaterialComponent::init() {
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CMap *cmap = this->cmap();
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CMap *cm = this->cmap();
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if (!cmap) {
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if (!cm) {
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// Use the default colormap if we're still drawing a blank
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if (gDebugLevel == DEBUG_MODEL || gDebugLevel == DEBUG_WARN || gDebugLevel == DEBUG_ALL)
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warning("MaterialComponent::init on %s", _filename.c_str());
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cmap = g_resourceloader->loadColormap(DEFAULT_COLORMAP);
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cm = g_resourceloader->loadColormap(DEFAULT_COLORMAP);
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}
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_mat = g_resourceloader->loadMaterial(_filename.c_str(), cmap);
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_mat = g_resourceloader->loadMaterial(_filename.c_str(), cm);
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}
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void MaterialComponent::setKey(int val) {
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@ -568,8 +568,8 @@ private:
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Common::String _name;
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};
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LuaVarComponent::LuaVarComponent(Costume::Component *parent, int parentID, const char *name, tag32 tag) :
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Costume::Component(parent, parentID, tag), _name(name) {
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LuaVarComponent::LuaVarComponent(Costume::Component *p, int parentID, const char *name, tag32 t) :
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Costume::Component(p, parentID, t), _name(name) {
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}
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void LuaVarComponent::setKey(int val) {
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@ -591,8 +591,8 @@ private:
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Common::String _soundName;
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};
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SoundComponent::SoundComponent(Costume::Component *parent, int parentID, const char *filename, tag32 tag) :
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Costume::Component(parent, parentID, tag) {
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SoundComponent::SoundComponent(Costume::Component *p, int parentID, const char *filename, tag32 t) :
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Costume::Component(p, parentID, t) {
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const char *comma = strchr(filename, ',');
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if (comma) {
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_soundName = Common::String(filename, comma);
|
||||
@ -630,8 +630,8 @@ void SoundComponent::reset() {
|
||||
g_imuse->stopSound(_soundName.c_str());
|
||||
}
|
||||
|
||||
Costume::Costume(const char *filename, const char *data, int len, Costume *prevCost) :
|
||||
_fname(filename), _cmap(NULL) {
|
||||
Costume::Costume(const char *fname, const char *data, int len, Costume *prevCost) :
|
||||
_fname(fname), _cmap(NULL) {
|
||||
TextSplitter ts(data, len);
|
||||
|
||||
ts.expectString("costume v0.1");
|
||||
@ -727,15 +727,15 @@ Costume::~Costume() {
|
||||
delete[] _chores;
|
||||
}
|
||||
|
||||
Costume::Component::Component(Component *parent, int parentID, tag32 tag) {
|
||||
Costume::Component::Component(Component *p, int parentID, tag32 t) {
|
||||
_visible = true;
|
||||
_previousCmap = NULL;
|
||||
_cmap = NULL;
|
||||
_cost = NULL;
|
||||
_parent = NULL;
|
||||
_parentID = parentID;
|
||||
setParent(parent);
|
||||
_tag = tag;
|
||||
setParent(p);
|
||||
_tag = t;
|
||||
}
|
||||
|
||||
void Costume::Component::setColormap(CMap *c) {
|
||||
|
@ -115,7 +115,7 @@ static const GrimGameDescription gameDescriptions[] = {
|
||||
};
|
||||
|
||||
static const GrimGameDescription fallbackGameDescriptions[] = {
|
||||
{{"grim", 0, {{0, 0, 0, 0}}, Common::UNK_LANG, Common::kPlatformPC, ADGF_NO_FLAGS, GUIO_NONE}}
|
||||
{{"grim", 0, {{0, 0, 0, 0}}, Common::UNK_LANG, Common::kPlatformPC, ADGF_NO_FLAGS, GUIO_NONE}, 0}
|
||||
};
|
||||
|
||||
static const ADFileBasedFallback grimFallback[] = {
|
||||
|
@ -970,7 +970,7 @@ void GrimEngine::savegameRestore() {
|
||||
printf("GrimEngine::savegameRestore() finished.\n");
|
||||
}
|
||||
|
||||
void GrimEngine::storeSaveGameImage(SaveGame *savedState) {
|
||||
void GrimEngine::storeSaveGameImage(SaveGame *state) {
|
||||
int width = 250, height = 188;
|
||||
Bitmap *screenshot;
|
||||
|
||||
@ -981,16 +981,16 @@ void GrimEngine::storeSaveGameImage(SaveGame *savedState) {
|
||||
g_grim->updateDisplayScene();
|
||||
screenshot = g_driver->getScreenshot(width, height);
|
||||
g_grim->setMode(mode);
|
||||
savedState->beginSection('SIMG');
|
||||
state->beginSection('SIMG');
|
||||
if (screenshot) {
|
||||
int size = screenshot->width() * screenshot->height() * sizeof(uint16);
|
||||
screenshot->setNumber(0);
|
||||
char *data = screenshot->getData();
|
||||
savedState->write(data, size);
|
||||
state->write(data, size);
|
||||
} else {
|
||||
error("Unable to store screenshot");
|
||||
}
|
||||
savedState->endSection();
|
||||
state->endSection();
|
||||
g_grim->killBitmap(screenshot);
|
||||
printf("GrimEngine::StoreSaveGameImage() finished.\n");
|
||||
}
|
||||
@ -1040,95 +1040,95 @@ void GrimEngine::savegameSave() {
|
||||
printf("GrimEngine::savegameSave() finished.\n");
|
||||
}
|
||||
|
||||
void GrimEngine::saveActors(SaveGame *savedState) {
|
||||
savedState->beginSection('ACTR');
|
||||
void GrimEngine::saveActors(SaveGame *state) {
|
||||
state->beginSection('ACTR');
|
||||
|
||||
savedState->writeLESint32(_actors.size());
|
||||
state->writeLESint32(_actors.size());
|
||||
for (ActorListType::iterator i = _actors.begin(); i != _actors.end(); i++) {
|
||||
Actor *a = *i;
|
||||
PointerId ptr = makeIdFromPointer(a);
|
||||
savedState->writeLEUint32(ptr.low);
|
||||
savedState->writeLEUint32(ptr.hi);
|
||||
a->saveState(savedState);
|
||||
state->writeLEUint32(ptr.low);
|
||||
state->writeLEUint32(ptr.hi);
|
||||
a->saveState(state);
|
||||
}
|
||||
|
||||
savedState->endSection();
|
||||
state->endSection();
|
||||
}
|
||||
|
||||
void GrimEngine::saveFonts(SaveGame *savedState) {
|
||||
savedState->beginSection('FONT');
|
||||
void GrimEngine::saveFonts(SaveGame *state) {
|
||||
state->beginSection('FONT');
|
||||
|
||||
savedState->writeLESint32(_fonts.size());
|
||||
state->writeLESint32(_fonts.size());
|
||||
for (Common::List<Font *>::iterator i = _fonts.begin(); i != _fonts.end(); i++) {
|
||||
Font *f = *i;
|
||||
PointerId ptr = makeIdFromPointer(f);
|
||||
savedState->writeLEUint32(ptr.low);
|
||||
savedState->writeLEUint32(ptr.hi);
|
||||
state->writeLEUint32(ptr.low);
|
||||
state->writeLEUint32(ptr.hi);
|
||||
Common::String filename = f->getFilename();
|
||||
savedState->writeLESint32(filename.size());
|
||||
savedState->write(filename.c_str(), filename.size());
|
||||
state->writeLESint32(filename.size());
|
||||
state->write(filename.c_str(), filename.size());
|
||||
}
|
||||
|
||||
savedState->endSection();
|
||||
state->endSection();
|
||||
}
|
||||
|
||||
void GrimEngine::saveTextObjects(SaveGame *savedState) {
|
||||
void GrimEngine::saveTextObjects(SaveGame *state) {
|
||||
PointerId ptr;
|
||||
|
||||
savedState->beginSection('TEXT');
|
||||
state->beginSection('TEXT');
|
||||
|
||||
savedState->writeLESint32(sayLineDefaults.disabled);
|
||||
savedState->writeByte(sayLineDefaults.fgColor.red());
|
||||
savedState->writeByte(sayLineDefaults.fgColor.green());
|
||||
savedState->writeByte(sayLineDefaults.fgColor.blue());
|
||||
state->writeLESint32(sayLineDefaults.disabled);
|
||||
state->writeByte(sayLineDefaults.fgColor.red());
|
||||
state->writeByte(sayLineDefaults.fgColor.green());
|
||||
state->writeByte(sayLineDefaults.fgColor.blue());
|
||||
ptr = makeIdFromPointer(sayLineDefaults.font);
|
||||
savedState->writeLEUint32(ptr.low);
|
||||
savedState->writeLEUint32(ptr.hi);
|
||||
savedState->writeLESint32(sayLineDefaults.height);
|
||||
savedState->writeLESint32(sayLineDefaults.justify);
|
||||
savedState->writeLESint32(sayLineDefaults.width);
|
||||
savedState->writeLESint32(sayLineDefaults.x);
|
||||
savedState->writeLESint32(sayLineDefaults.y);
|
||||
state->writeLEUint32(ptr.low);
|
||||
state->writeLEUint32(ptr.hi);
|
||||
state->writeLESint32(sayLineDefaults.height);
|
||||
state->writeLESint32(sayLineDefaults.justify);
|
||||
state->writeLESint32(sayLineDefaults.width);
|
||||
state->writeLESint32(sayLineDefaults.x);
|
||||
state->writeLESint32(sayLineDefaults.y);
|
||||
|
||||
savedState->writeLESint32(_textObjects.size());
|
||||
state->writeLESint32(_textObjects.size());
|
||||
for (TextListType::iterator i = _textObjects.begin(); i != _textObjects.end(); i++) {
|
||||
TextObject *t = *i;
|
||||
ptr = makeIdFromPointer(t);
|
||||
savedState->writeLEUint32(ptr.low);
|
||||
savedState->writeLEUint32(ptr.hi);
|
||||
t->saveState(savedState);
|
||||
state->writeLEUint32(ptr.low);
|
||||
state->writeLEUint32(ptr.hi);
|
||||
t->saveState(state);
|
||||
}
|
||||
|
||||
savedState->endSection();
|
||||
state->endSection();
|
||||
}
|
||||
|
||||
void GrimEngine::saveScenes(SaveGame *savedState) {
|
||||
savedState->beginSection('SET ');
|
||||
void GrimEngine::saveScenes(SaveGame *state) {
|
||||
state->beginSection('SET ');
|
||||
|
||||
savedState->writeLESint32(_scenes.size());
|
||||
state->writeLESint32(_scenes.size());
|
||||
for (SceneListType::iterator i = _scenes.begin(); i != _scenes.end(); i++) {
|
||||
Scene *s = *i;
|
||||
s->saveState(savedState);
|
||||
s->saveState(state);
|
||||
}
|
||||
|
||||
savedState->endSection();
|
||||
state->endSection();
|
||||
}
|
||||
|
||||
void GrimEngine::savePrimitives(SaveGame *savedState) {
|
||||
void GrimEngine::savePrimitives(SaveGame *state) {
|
||||
PointerId ptr;
|
||||
|
||||
savedState->beginSection('PRIM');
|
||||
state->beginSection('PRIM');
|
||||
|
||||
savedState->writeLESint32(_primitiveObjects.size());
|
||||
state->writeLESint32(_primitiveObjects.size());
|
||||
for (PrimitiveListType::iterator i = _primitiveObjects.begin(); i != _primitiveObjects.end(); i++) {
|
||||
PrimitiveObject *p = *i;
|
||||
ptr = makeIdFromPointer(p);
|
||||
savedState->writeLEUint32(ptr.low);
|
||||
savedState->writeLEUint32(ptr.hi);
|
||||
p->saveState(savedState);
|
||||
state->writeLEUint32(ptr.low);
|
||||
state->writeLEUint32(ptr.hi);
|
||||
p->saveState(state);
|
||||
}
|
||||
|
||||
savedState->endSection();
|
||||
state->endSection();
|
||||
}
|
||||
|
||||
void GrimEngine::savegameCallback() {
|
||||
|
@ -75,7 +75,7 @@ void ImuseSndMgr::countElements(byte *ptr, int &numRegions, int &numJumps) {
|
||||
void ImuseSndMgr::parseSoundHeader(byte *ptr, SoundDesc *sound, int &headerSize) {
|
||||
if (READ_BE_UINT32(ptr) == MKID_BE('RIFF')) {
|
||||
sound->region = new Region[1];
|
||||
sound->jump = new Jump[0];
|
||||
sound->jump = new Jump[1];
|
||||
sound->numJumps = 0;
|
||||
sound->numRegions = 1;
|
||||
sound->region[0].offset = 0;
|
||||
|
@ -31,8 +31,8 @@
|
||||
|
||||
namespace Grim {
|
||||
|
||||
KeyframeAnim::KeyframeAnim(const char *filename, const char *data, int len) {
|
||||
_fname = filename;
|
||||
KeyframeAnim::KeyframeAnim(const char *fname, const char *data, int len) {
|
||||
_fname = fname;
|
||||
|
||||
if (len >= 4 && READ_BE_UINT32(data) == MKID_BE('FYEK'))
|
||||
loadBinary(data, len);
|
||||
|
@ -38,7 +38,7 @@ class LuaFile;
|
||||
|
||||
class Block {
|
||||
public:
|
||||
Block(const char *data, int len) : _data(data), _len(len) {}
|
||||
Block(const char *dataPtr, int length) : _data(dataPtr), _len(length) {}
|
||||
const char *data() const { return _data; }
|
||||
int len() const { return _len; }
|
||||
|
||||
|
@ -56,7 +56,7 @@ LipSync::LipSync(const char *filename, const char *data, int len) {
|
||||
readPhoneme = READ_LE_UINT16(data + 2);
|
||||
|
||||
// Look for the animation corresponding to the phoneme
|
||||
for (j = 0; j < _animTableSize && readPhoneme != _animTable[j].phoneme; j++);
|
||||
for (j = 0; (j < _animTableSize) && (readPhoneme != _animTable[j].phoneme); j++) { ; }
|
||||
|
||||
if (readPhoneme != _animTable[j].phoneme) {
|
||||
warning("Unknown phoneme: 0x%X in file %s", readPhoneme, filename);
|
||||
|
@ -129,8 +129,8 @@ static StkId callC(lua_CFunction f, StkId base) {
|
||||
CS->lua2C = base;
|
||||
CS->base = base + numarg; // == top - stack
|
||||
if (lua_callhook) {
|
||||
TObject *f = lua_state->stack.stack + base - 1;
|
||||
(*lua_callhook)(Ref(f), "(C)", -1);
|
||||
TObject *r = lua_state->stack.stack + base - 1;
|
||||
(*lua_callhook)(Ref(r), "(C)", -1);
|
||||
}
|
||||
lua_state->state_counter2++;
|
||||
(*f)(); // do the actual call
|
||||
|
@ -277,7 +277,7 @@ void lua_Restore(RestoreStream restoreStream, RestoreSint32 restoreSint32, Resto
|
||||
else
|
||||
tempString = luaS_createudata((void *)makePointerFromId(ptr), tag);
|
||||
if (restoreCallbackPtr) {
|
||||
PointerId ptr = makeIdFromPointer(tempString->globalval.value.ts);
|
||||
ptr = makeIdFromPointer(tempString->globalval.value.ts);
|
||||
ptr = restoreCallbackPtr(tempString->globalval.ttype, ptr, restoreSint32);
|
||||
tempString->globalval.value.ts = (TaggedString *)makePointerFromId(ptr);
|
||||
}
|
||||
@ -358,7 +358,6 @@ void lua_Restore(RestoreStream restoreStream, RestoreSint32 restoreSint32, Resto
|
||||
}
|
||||
|
||||
for (l = 0; l < countVariables; l++) {
|
||||
PointerId ptr;
|
||||
ptr.low = restoreSint32();
|
||||
ptr.hi = restoreSint32();
|
||||
tempProtoFunc->locvars[l].varname = (TaggedString *)makePointerFromId(ptr);
|
||||
|
@ -2043,7 +2043,7 @@ loop:
|
||||
}
|
||||
|
||||
static void PrintLine() {
|
||||
int vol = 127, buffer = 64, paramId = 1, x = -1, y = -1;
|
||||
int vol = 127, buffer = 64, /*paramId = 1, */x = -1, y = -1;
|
||||
bool background = true;
|
||||
char msgId[50];
|
||||
Common::String msg;
|
||||
|
@ -29,8 +29,8 @@
|
||||
|
||||
namespace Grim {
|
||||
|
||||
ObjectState::ObjectState(int setupID, ObjectState::Position pos, const char *bitmap, const char *zbitmap, bool transparency) :
|
||||
_setupID(setupID), _pos(pos), _visibility(false) {
|
||||
ObjectState::ObjectState(int setup, ObjectState::Position position, const char *bitmap, const char *zbitmap, bool transparency) :
|
||||
_setupID(setup), _pos(position), _visibility(false) {
|
||||
_bitmap = g_resourceloader->loadBitmap(bitmap);
|
||||
if (zbitmap)
|
||||
_zbitmap = g_resourceloader->loadBitmap(zbitmap);
|
||||
|
@ -48,7 +48,7 @@ public:
|
||||
|
||||
int setupID() const { return _setupID; }
|
||||
Position pos() const { return _pos; }
|
||||
void setPos(Position pos) { _pos = pos; }
|
||||
void setPos(Position position) { _pos = position; }
|
||||
|
||||
const char *bitmapFilename() const {
|
||||
return _bitmap->filename();
|
||||
|
@ -33,8 +33,8 @@
|
||||
|
||||
namespace Grim {
|
||||
|
||||
Scene::Scene(const char *name, const char *buf, int len) :
|
||||
_locked(false), _name(name), _enableLights(false) {
|
||||
Scene::Scene(const char *sceneName, const char *buf, int len) :
|
||||
_locked(false), _name(sceneName), _enableLights(false) {
|
||||
TextSplitter ts(buf, len);
|
||||
char tempBuf[256];
|
||||
|
||||
@ -255,7 +255,7 @@ Sector *Scene::findPointSector(Graphics::Vector3d p, int flags) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void Scene::findClosestSector(Graphics::Vector3d p, Sector **sect, Graphics::Vector3d *closestPt) {
|
||||
void Scene::findClosestSector(Graphics::Vector3d p, Sector **sect, Graphics::Vector3d *closestPoint) {
|
||||
Sector *resultSect = NULL;
|
||||
Graphics::Vector3d resultPt = p;
|
||||
float minDist = 0.0;
|
||||
@ -268,7 +268,7 @@ void Scene::findClosestSector(Graphics::Vector3d p, Sector **sect, Graphics::Vec
|
||||
float thisDist = (closestPt - p).magnitude();
|
||||
if (!resultSect || thisDist < minDist) {
|
||||
resultSect = sector;
|
||||
resultPt = closestPt;
|
||||
resultPt = *closestPoint;
|
||||
minDist = thisDist;
|
||||
}
|
||||
}
|
||||
@ -276,8 +276,8 @@ void Scene::findClosestSector(Graphics::Vector3d p, Sector **sect, Graphics::Vec
|
||||
if (sect)
|
||||
*sect = resultSect;
|
||||
|
||||
if (closestPt)
|
||||
*closestPt = resultPt;
|
||||
if (closestPoint)
|
||||
*closestPoint = resultPt;
|
||||
}
|
||||
|
||||
ObjectState *Scene::findState(const char *filename) {
|
||||
|
@ -106,7 +106,7 @@ public:
|
||||
|
||||
bool play(const char *filename, bool looping, int x, int y);
|
||||
void stop();
|
||||
void pause(bool pause) { _videoPause = pause; }
|
||||
void pause(bool p) { _videoPause = p; }
|
||||
bool isPlaying() { return !_videoFinished; }
|
||||
bool isUpdateNeeded() { return _updateNeeded; }
|
||||
byte *getDstPtr() { return _externalBuffer; }
|
||||
|
@ -156,16 +156,16 @@ void TextObject::createBitmap() {
|
||||
_numberLines = (stringWidth / maxWidth) + 1;
|
||||
int numberCharsPerLine = (msg.size() / _numberLines) + 1;
|
||||
|
||||
int line = 1;
|
||||
int cline = 1;
|
||||
int lineWidth = 0;
|
||||
int maxLineWidth = 0;
|
||||
for (int i = 0; i < (int)msg.size(); i++) {
|
||||
lineWidth += MAX(_font->getCharWidth(msg[i]), _font->getCharDataWidth(msg[i]));
|
||||
if (i + 1 == numberCharsPerLine * line) {
|
||||
if (i + 1 == numberCharsPerLine * cline) {
|
||||
if (lineWidth > maxLineWidth)
|
||||
maxLineWidth = lineWidth;
|
||||
|
||||
++line;
|
||||
++cline;
|
||||
lineWidth = 0;
|
||||
|
||||
if (message.contains(' ')) {
|
||||
@ -224,8 +224,8 @@ void TextObject::createBitmap() {
|
||||
|
||||
// Fill bitmap
|
||||
int startOffset = 0;
|
||||
for (unsigned int c = 0; c < currentLine.size(); c++) {
|
||||
int ch = currentLine[c];
|
||||
for (unsigned int d = 0; d < currentLine.size(); d++) {
|
||||
int ch = currentLine[d];
|
||||
int8 startingLine = _font->getCharStartingLine(ch) + _font->getBaseOffsetY();
|
||||
int32 charDataWidth = _font->getCharDataWidth(ch);
|
||||
int32 charWidth = _font->getCharWidth(ch);
|
||||
|
@ -33,7 +33,7 @@ namespace Grim {
|
||||
|
||||
void Sector::load(TextSplitter &ts) {
|
||||
char buf[256];
|
||||
int id = 0, i = 0;
|
||||
int ident = 0, i = 0;
|
||||
Graphics::Vector3d tempVert;
|
||||
|
||||
// Sector NAMES can be null, but ts isn't flexible enough
|
||||
@ -44,10 +44,10 @@ void Sector::load(TextSplitter &ts) {
|
||||
strcpy(buf, "");
|
||||
}
|
||||
|
||||
ts.scanString(" id %d", 1, &id);
|
||||
ts.scanString(" id %d", 1, &ident);
|
||||
|
||||
_name = buf;
|
||||
_id = id;
|
||||
_id = ident;
|
||||
ts.scanString(" type %256s", 1, buf);
|
||||
|
||||
if (strstr(buf, "walk"))
|
||||
@ -88,8 +88,8 @@ void Sector::load(TextSplitter &ts) {
|
||||
_normal /= length;
|
||||
}
|
||||
|
||||
void Sector::setVisible(bool visible) {
|
||||
_visible = visible;
|
||||
void Sector::setVisible(bool vis) {
|
||||
_visible = vis;
|
||||
}
|
||||
|
||||
bool Sector::isPointInSector(Graphics::Vector3d point) const {
|
||||
|
@ -58,7 +58,7 @@ void ZB_fillTriangleSmooth(ZBuffer *zb, ZBufferPoint *p0, ZBufferPoint *p1, ZBuf
|
||||
register unsigned short *pz; \
|
||||
register unsigned int *pz_2; \
|
||||
register PIXEL *pp; \
|
||||
register unsigned int tmp, z, zz, rgb, drgbdx; \
|
||||
register unsigned int z, zz, rgb, drgbdx; \
|
||||
register int n; \
|
||||
n = (x2 >> 16) - x1; \
|
||||
pp = pp1 + x1; \
|
||||
@ -126,8 +126,8 @@ void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0, ZBufferPoi
|
||||
|
||||
#define NB_INTERP 8
|
||||
|
||||
ZBufferPoint *t, *pr1 = 0, *pr2 = 0, *l1 = 0, *l2 = 0;
|
||||
float fdx1, fdx2, fdy1, fdy2, fz, d1, d2;
|
||||
ZBufferPoint *tp, *pr1 = 0, *pr2 = 0, *l1 = 0, *l2 = 0;
|
||||
float fdx1, fdx2, fdy1, fdy2, fz0, d1, d2;
|
||||
unsigned short *pz1;
|
||||
unsigned int *pz2;
|
||||
PIXEL *pp1;
|
||||
@ -151,19 +151,19 @@ void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0, ZBufferPoi
|
||||
|
||||
// we sort the vertex with increasing y
|
||||
if (p1->y < p0->y) {
|
||||
t = p0;
|
||||
tp = p0;
|
||||
p0 = p1;
|
||||
p1 = t;
|
||||
p1 = tp;
|
||||
}
|
||||
if (p2->y < p0->y) {
|
||||
t = p2;
|
||||
tp = p2;
|
||||
p2 = p1;
|
||||
p1 = p0;
|
||||
p0 = t;
|
||||
p0 = tp;
|
||||
} else if (p2->y < p1->y) {
|
||||
t = p1;
|
||||
tp = p1;
|
||||
p1 = p2;
|
||||
p2 = t;
|
||||
p2 = tp;
|
||||
}
|
||||
|
||||
// we compute dXdx and dXdy for all interpolated values
|
||||
@ -174,15 +174,15 @@ void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0, ZBufferPoi
|
||||
fdx2 = (float)(p2->x - p0->x);
|
||||
fdy2 = (float)(p2->y - p0->y);
|
||||
|
||||
fz = fdx1 * fdy2 - fdx2 * fdy1;
|
||||
if (fz == 0)
|
||||
fz0 = fdx1 * fdy2 - fdx2 * fdy1;
|
||||
if (fz0 == 0)
|
||||
return;
|
||||
fz = (float)(1.0 / fz);
|
||||
fz0 = (float)(1.0 / fz0);
|
||||
|
||||
fdx1 *= fz;
|
||||
fdy1 *= fz;
|
||||
fdx2 *= fz;
|
||||
fdy2 *= fz;
|
||||
fdx1 *= fz0;
|
||||
fdy1 *= fz0;
|
||||
fdx2 *= fz0;
|
||||
fdy2 *= fz0;
|
||||
|
||||
d1 = (float)(p1->z - p0->z);
|
||||
d2 = (float)(p2->z - p0->z);
|
||||
@ -244,7 +244,7 @@ void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0, ZBufferPoi
|
||||
|
||||
for (part = 0; part < 2; part++) {
|
||||
if (part == 0) {
|
||||
if (fz > 0) {
|
||||
if (fz0 > 0) {
|
||||
update_left = 1;
|
||||
update_right = 1;
|
||||
l1 = p0;
|
||||
@ -262,7 +262,7 @@ void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0, ZBufferPoi
|
||||
nb_lines = p1->y - p0->y;
|
||||
} else {
|
||||
// second part
|
||||
if (fz > 0) {
|
||||
if (fz0 > 0) {
|
||||
update_left = 0;
|
||||
update_right = 1;
|
||||
pr1 = p1;
|
||||
|
@ -2,7 +2,7 @@
|
||||
// We draw a triangle with various interpolations
|
||||
|
||||
{
|
||||
ZBufferPoint *t, *pr1 = 0, *pr2 = 0, *l1 = 0, *l2 = 0;
|
||||
ZBufferPoint *tp, *pr1 = 0, *pr2 = 0, *l1 = 0, *l2 = 0;
|
||||
float fdx1, fdx2, fdy1, fdy2, fz, d1, d2;
|
||||
unsigned short *pz1;
|
||||
unsigned int *pz2;
|
||||
@ -35,19 +35,19 @@
|
||||
|
||||
// we sort the vertex with increasing y
|
||||
if (p1->y < p0->y) {
|
||||
t = p0;
|
||||
tp = p0;
|
||||
p0 = p1;
|
||||
p1 = t;
|
||||
p1 = tp;
|
||||
}
|
||||
if (p2->y < p0->y) {
|
||||
t = p2;
|
||||
tp = p2;
|
||||
p2 = p1;
|
||||
p1 = p0;
|
||||
p0 = t;
|
||||
p0 = tp;
|
||||
} else if (p2->y < p1->y) {
|
||||
t = p1;
|
||||
tp = p1;
|
||||
p1 = p2;
|
||||
p2 = t;
|
||||
p2 = tp;
|
||||
}
|
||||
|
||||
// we compute dXdx and dXdy for all interpolated values
|
||||
|
Loading…
Reference in New Issue
Block a user