[Scummvm-git-logs] scummvm master -> 383d6f036d399593f5dd6b16b70f9bc8c8025b13

peterkohaut peterkohaut at users.noreply.github.com
Sun Feb 18 22:46:19 CET 2018


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
383d6f036d BLADERUNNER: Fixed compilation warnings


Commit: 383d6f036d399593f5dd6b16b70f9bc8c8025b13
    https://github.com/scummvm/scummvm/commit/383d6f036d399593f5dd6b16b70f9bc8c8025b13
Author: Peter Kohaut (peter.kohaut at gmail.com)
Date: 2018-02-18T22:44:28+01:00

Commit Message:
BLADERUNNER: Fixed compilation warnings

Changed paths:
    engines/bladerunner/actor.cpp
    engines/bladerunner/actor.h
    engines/bladerunner/actor_walk.cpp
    engines/bladerunner/actor_walk.h
    engines/bladerunner/bladerunner.cpp
    engines/bladerunner/item.cpp
    engines/bladerunner/item.h
    engines/bladerunner/items.cpp
    engines/bladerunner/items.h


diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index 14c8ef9..f83604c 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -364,8 +364,8 @@ void Actor::setAtWaypoint(int waypointId, int angle, int moving, bool retired) {
 	setAtXYZ(waypointPosition, angle, true, moving, retired);
 }
 
-bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunning, bool async) {
-	*isRunning = false;
+bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunningFlag, bool async) {
+	*isRunningFlag = false;
 
 	if (destinationOffset > 0) {
 		float dist = distance(_position, destination);
@@ -423,7 +423,7 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int
 	bool wasInterrupted = false;
 	while (_walkInfo->isWalking() && _vm->_gameIsRunning) {
 		if (_walkInfo->isRunning()) {
-			*isRunning = true;
+			*isRunningFlag = true;
 		}
 		_vm->gameTick();
 		if (_id == kActorMcCoy && interruptible && _vm->_interruptWalking) {
@@ -454,21 +454,21 @@ bool Actor::walkTo(bool run, const Vector3 &destination, bool a3) {
 	return _walkInfo->setup(_id, run, _position, destination, a3, &arrived);
 }
 
-bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning) {
-	return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, interruptible, run, _position, 24.0f, 24.0f, a5, isRunning, false);
+bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) {
+	return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, interruptible, run, _position, 24.0f, 24.0f, a5, isRunningFlag, false);
 }
 
-bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning) {
+bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) {
 	float x, y, z;
 	int width, height;
 	_vm->_items->getXYZ(itemId, &x, &y, &z);
 	_vm->_items->getWidthHeight(itemId, &width, &height);
 	Vector3 itemPosition(x, y, z);
 
-	return loopWalk(itemPosition, destinationOffset, interruptible, run, _position, width, 24.0f, a5, isRunning, false);
+	return loopWalk(itemPosition, destinationOffset, interruptible, run, _position, width, 24.0f, a5, isRunningFlag, false);
 }
 
-bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunning) {
+bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag) {
 	int sceneObject = _vm->_scene->_set->findObject(objectName);
 	if (sceneObject < 0) {
 		return true;
@@ -510,29 +510,29 @@ bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset,
 	float y = _vm->_scene->_set->getAltitudeAtXZ(closestX, closestZ, &inWalkbox);
 	Vector3 destination(closestX, y, closestZ);
 
-	return loopWalk(destination, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunning, false);
+	return loopWalk(destination, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunningFlag, false);
 }
 
-bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning) {
+bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) {
 	Vector3 waypointPosition;
 	_vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z);
-	return loopWalk(waypointPosition, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunning, false);
+	return loopWalk(waypointPosition, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunningFlag, false);
 }
 
-bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunning) {
-	return loopWalk(destination, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunning, false);
+bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag) {
+	return loopWalk(destination, destinationOffset, interruptible, run, _position, 0.0f, 24.0f, a5, isRunningFlag, false);
 }
 
 bool Actor::asyncWalkToWaypoint(int waypointId, int destinationOffset, bool run, bool a5) {
-	bool isRunning;
+	bool running;
 	Vector3 waypointPosition;
 	_vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z);
-	return loopWalk(waypointPosition, destinationOffset, false, run, _position, 0.0f, 24.0f, a5, &isRunning, true);
+	return loopWalk(waypointPosition, destinationOffset, false, run, _position, 0.0f, 24.0f, a5, &running, true);
 }
 
 void Actor::asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool run, int a6) {
-	bool isRunning;
-	loopWalk(destination, destinationOffset, false, run, _position, 0.0f, 24.0f, a6, &isRunning, true);
+	bool running;
+	loopWalk(destination, destinationOffset, false, run, _position, 0.0f, 24.0f, a6, &running, true);
 }
 
 void Actor::run() {
@@ -1192,9 +1192,9 @@ bool Actor::walkFindU2(Vector3 *newDestination, float targetWidth, int destinati
 
 bool Actor::walkToNearestPoint(const Vector3 &destination, float distance) {
 	Vector3 out;
-	bool isRunning;
+	bool running;
 	if (_walkInfo->findNearestEmptyPosition(_id, destination, distance, out)) {
-		loopWalk(out, 0, false, false, _position, 0.0f, 24.0f, false, &isRunning, false);
+		loopWalk(out, 0, false, false, _position, 0.0f, 24.0f, false, &running, false);
 		return true;
 	}
 	return false;
diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h
index 6bbcf93..c68ac3f 100644
--- a/engines/bladerunner/actor.h
+++ b/engines/bladerunner/actor.h
@@ -145,13 +145,13 @@ public:
 	void movementTrackUnpause();
 	void movementTrackWaypointReached();
 
-	bool loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, const Vector3 &start, float a6, float a7, bool a8, bool *isRunning, bool async);
+	bool loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, const Vector3 &start, float a6, float a7, bool a8, bool *isRunningFlag, bool async);
 	bool walkTo(bool run, const Vector3 &destination, bool a3);
-	bool loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning);
-	bool loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning);
-	bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunning);
-	bool loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunning);
-	bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunning);
+	bool loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag);
+	bool loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag);
+	bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag);
+	bool loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag);
+	bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag);
 	bool asyncWalkToWaypoint(int waypointId, int destinationOffset, bool run, bool a5);
 	void asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool run, int a6);
 	void run();
diff --git a/engines/bladerunner/actor_walk.cpp b/engines/bladerunner/actor_walk.cpp
index 3a2327a..16009aa 100644
--- a/engines/bladerunner/actor_walk.cpp
+++ b/engines/bladerunner/actor_walk.cpp
@@ -47,7 +47,7 @@ ActorWalk::ActorWalk(BladeRunnerEngine *vm) {
 
 ActorWalk::~ActorWalk() {}
 
-bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived) {
+bool ActorWalk::setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived) {
 	Vector3 next;
 
 	*arrived = false;
@@ -76,14 +76,14 @@ bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3
 	_vm->_actors[actorId]->setMoving(true);
 
 	if (_running) {
-		run = true;
+		runFlag = true;
 	}
 
 	int animationMode;
 	if (_vm->_actors[actorId]->inCombat()) {
-		animationMode = run ? kAnimationModeCombatRun : kAnimationModeCombatWalk;
+		animationMode = runFlag ? kAnimationModeCombatRun : kAnimationModeCombatWalk;
 	} else {
-		animationMode = run ? kAnimationModeRun : kAnimationModeWalk;
+		animationMode = runFlag ? kAnimationModeRun : kAnimationModeWalk;
 	}
 
 	_vm->_actors[actorId]->changeAnimationMode(animationMode);
@@ -101,7 +101,7 @@ bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3
 
 	_facing = angle_1024(_current, next);
 	_walking = true;
-	_running = run;
+	_running = runFlag;
 	_status = 2;
 
 	return true;
diff --git a/engines/bladerunner/actor_walk.h b/engines/bladerunner/actor_walk.h
index e3e48b8..f4caa65 100644
--- a/engines/bladerunner/actor_walk.h
+++ b/engines/bladerunner/actor_walk.h
@@ -47,7 +47,7 @@ public:
 	ActorWalk(BladeRunnerEngine *vm);
 	~ActorWalk();
 
-	bool setup(int actorId, bool run, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived);
+	bool setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool unk1, bool *arrived);
 	void getCurrentPosition(int actorId, Vector3 *pos, int *facing) const;
 	bool tick(int actorId, float stepDistance, bool flag);
 
diff --git a/engines/bladerunner/bladerunner.cpp b/engines/bladerunner/bladerunner.cpp
index a45c0e6..2bb8e01 100644
--- a/engines/bladerunner/bladerunner.cpp
+++ b/engines/bladerunner/bladerunner.cpp
@@ -1455,14 +1455,14 @@ void BladeRunnerEngine::handleMouseClickEmpty(int x, int y, Vector3 &scenePositi
 			return;
 		}
 
-		bool run = _playerActor->isRunning();;
+		bool shouldRun = _playerActor->isRunning();
 		if (_mouseClickTimeDiff <= 10000 && xDist < 10 && yDist < 10) {
-			run = true;
+			shouldRun = true;
 		}
 
-		_playerActor->walkTo(run, scenePosition, false);
+		_playerActor->walkTo(shouldRun, scenePosition, false);
 
-		if (run && _playerActor->isWalking()) {
+		if (shouldRun && _playerActor->isWalking()) {
 			_playerActor->increaseFPS();
 		}
 	}
diff --git a/engines/bladerunner/item.cpp b/engines/bladerunner/item.cpp
index 1d2de92..af7b2ef 100644
--- a/engines/bladerunner/item.cpp
+++ b/engines/bladerunner/item.cpp
@@ -134,7 +134,7 @@ void Item::setXYZ(Vector3 position) {
 	_depth = screenPosition.z * 25.5f;
 }
 
-void Item::setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy) {
+void Item::setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisible, bool isPoliceMazeEnemy) {
 	_itemId = itemId;
 	_setId = setId;
 	_animationId = animationId;
@@ -142,7 +142,7 @@ void Item::setup(int itemId, int setId, int animationId, Vector3 position, int f
 	_angle = facing * (M_PI / 512.0f);
 	_width = width;
 	_height = height;
-	_isTarget = isTarget;
+	_isTarget = isTargetFlag;
 	_isVisible = isVisible;
 	_isPoliceMazeEnemy = isPoliceMazeEnemy;
 	setXYZ(position);
diff --git a/engines/bladerunner/item.h b/engines/bladerunner/item.h
index 09f5ae6..89bec55 100644
--- a/engines/bladerunner/item.h
+++ b/engines/bladerunner/item.h
@@ -68,7 +68,7 @@ public:
 	bool isTarget() const;
 	bool tick(Common::Rect *screenRect, bool special);
 
-	void setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy);
+	void setup(int itemId, int setId, int animationId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisible, bool isPoliceMazeEnemy);
 
 	bool isUnderMouse(int mouseX, int mouseY) const;
 };
diff --git a/engines/bladerunner/items.cpp b/engines/bladerunner/items.cpp
index 5e79f7a..7911a96 100644
--- a/engines/bladerunner/items.cpp
+++ b/engines/bladerunner/items.cpp
@@ -67,7 +67,7 @@ void Items::tick() {
 	}
 }
 
-bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy, bool addToSet) {
+bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy, bool addToSetFlag) {
 	if (_items.size() >= 100) {
 		return false;
 	}
@@ -80,7 +80,7 @@ bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position,
 	item->setup(itemId, setId, animationId, position, facing, height, width, isTarget, isVisible, isPoliceMazeEnemy);
 	_items.push_back(item);
 
-	if (addToSet && setId == _vm->_scene->getSetId()) {
+	if (addToSetFlag && setId == _vm->_scene->getSetId()) {
 		return _vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, &item->_boundingBox, &item->_screenRectangle, isTarget, isVisible);
 	}
 	return true;
diff --git a/engines/bladerunner/items.h b/engines/bladerunner/items.h
index 711abc6..d5825e1 100644
--- a/engines/bladerunner/items.h
+++ b/engines/bladerunner/items.h
@@ -43,7 +43,7 @@ public:
 	void getWidthHeight(int itemId, int *width, int *height) const;
 
 	void tick();
-	bool addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy, bool addToSet);
+	bool addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTarget, bool isVisible, bool isPoliceMazeEnemy, bool addToSetFlag);
 	bool addToSet(int itemId);
 	bool remove(int itemId);
 





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