[Scummvm-git-logs] scummvm master -> fa1f426ee64621f4b668d73def2eb77508629696

peterkohaut peterkohaut at users.noreply.github.com
Sun Feb 18 23:00:55 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:
fa1f426ee6 BLADERUNNER: Fixed more compilation warnings


Commit: fa1f426ee64621f4b668d73def2eb77508629696
    https://github.com/scummvm/scummvm/commit/fa1f426ee64621f4b668d73def2eb77508629696
Author: Peter Kohaut (peter.kohaut at gmail.com)
Date: 2018-02-18T23:00:42+01:00

Commit Message:
BLADERUNNER: Fixed more compilation warnings

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


diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index f83604c..c3f9372 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -364,7 +364,7 @@ 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 *isRunningFlag, bool async) {
+bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunningFlag, bool async) {
 	*isRunningFlag = false;
 
 	if (destinationOffset > 0) {
@@ -390,14 +390,14 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int
 		walkFindU2(&destinationX, targetWidth, destinationOffset, targetSize, _position, destination);
 	}
 
-	bool walking = walkTo(run, destinationX, a8);
+	bool walking = walkTo(runFlag, destinationX, a8);
 
 	if (async) {
 		return false;
 	}
 
 	if (!walking && destinationOffset > 0) {
-		walking = walkTo(run, destination, a8);
+		walking = walkTo(runFlag, destination, a8);
 	}
 
 	if (!walking) {
@@ -448,27 +448,27 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int
 	return wasInterrupted;
 }
 
-bool Actor::walkTo(bool run, const Vector3 &destination, bool a3) {
+bool Actor::walkTo(bool runFlag, const Vector3 &destination, bool a3) {
 	bool arrived;
 
-	return _walkInfo->setup(_id, run, _position, destination, a3, &arrived);
+	return _walkInfo->setup(_id, runFlag, _position, destination, a3, &arrived);
 }
 
-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::loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag) {
+	return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, interruptible, runFlag, _position, 24.0f, 24.0f, a5, isRunningFlag, false);
 }
 
-bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) {
+bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool runFlag, 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, isRunningFlag, false);
+	return loopWalk(itemPosition, destinationOffset, interruptible, runFlag, _position, width, 24.0f, a5, isRunningFlag, false);
 }
 
-bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool run, bool a5, bool *isRunningFlag) {
+bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool runFlag, 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, isRunningFlag, false);
+	return loopWalk(destination, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, false);
 }
 
-bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool run, bool a5, bool *isRunningFlag) {
+bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool runFlag, 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, isRunningFlag, false);
+	return loopWalk(waypointPosition, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, 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::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag) {
+	return loopWalk(destination, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, false);
 }
 
-bool Actor::asyncWalkToWaypoint(int waypointId, int destinationOffset, bool run, bool a5) {
+bool Actor::asyncWalkToWaypoint(int waypointId, int destinationOffset, bool runFlag, bool a5) {
 	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, &running, true);
+	return loopWalk(waypointPosition, destinationOffset, false, runFlag, _position, 0.0f, 24.0f, a5, &running, true);
 }
 
-void Actor::asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool run, int a6) {
+void Actor::asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool runFlag, int a6) {
 	bool running;
-	loopWalk(destination, destinationOffset, false, run, _position, 0.0f, 24.0f, a6, &running, true);
+	loopWalk(destination, destinationOffset, false, runFlag, _position, 0.0f, 24.0f, a6, &running, true);
 }
 
 void Actor::run() {
diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h
index c68ac3f..af0c14e 100644
--- a/engines/bladerunner/actor.h
+++ b/engines/bladerunner/actor.h
@@ -145,15 +145,15 @@ 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 *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 *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);
+	bool loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, const Vector3 &start, float a6, float a7, bool a8, bool *isRunningFlag, bool async);
+	bool walkTo(bool runFlag, const Vector3 &destination, bool a3);
+	bool loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+	bool loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+	bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+	bool loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+	bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag);
+	bool asyncWalkToWaypoint(int waypointId, int destinationOffset, bool runFlag, bool a5);
+	void asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool runFlag, int a6);
 	void run();
 
 	bool tick(bool forceUpdate, Common::Rect *screenRect);
diff --git a/engines/bladerunner/items.cpp b/engines/bladerunner/items.cpp
index 7911a96..6360d4a 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 addToSetFlag) {
+bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisible, bool isPoliceMazeEnemy, bool addToSetFlag) {
 	if (_items.size() >= 100) {
 		return false;
 	}
@@ -77,11 +77,11 @@ bool Items::addToWorld(int itemId, int animationId, int setId, Vector3 position,
 	}
 
 	Item *item = new Item(_vm);
-	item->setup(itemId, setId, animationId, position, facing, height, width, isTarget, isVisible, isPoliceMazeEnemy);
+	item->setup(itemId, setId, animationId, position, facing, height, width, isTargetFlag, isVisible, isPoliceMazeEnemy);
 	_items.push_back(item);
 
 	if (addToSetFlag && setId == _vm->_scene->getSetId()) {
-		return _vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, &item->_boundingBox, &item->_screenRectangle, isTarget, isVisible);
+		return _vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, &item->_boundingBox, &item->_screenRectangle, isTargetFlag, isVisible);
 	}
 	return true;
 }
diff --git a/engines/bladerunner/items.h b/engines/bladerunner/items.h
index d5825e1..1aac82e 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 addToSetFlag);
+	bool addToWorld(int itemId, int animationId, int setId, Vector3 position, int facing, int height, int width, bool isTargetFlag, bool isVisible, bool isPoliceMazeEnemy, bool addToSetFlag);
 	bool addToSet(int itemId);
 	bool remove(int itemId);
 





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