[Scummvm-git-logs] scummvm master -> 5b50bad5e95808052048b9e5cd58cacc8c0dfac2

peterkohaut peterkohaut at users.noreply.github.com
Sat Mar 17 17:11:04 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:
5b50bad5e9 BLADERUNNER: Fixed compilation warnings


Commit: 5b50bad5e95808052048b9e5cd58cacc8c0dfac2
    https://github.com/scummvm/scummvm/commit/5b50bad5e95808052048b9e5cd58cacc8c0dfac2
Author: Peter Kohaut (peter.kohaut at gmail.com)
Date: 2018-03-17T17:07:51+01:00

Commit Message:
BLADERUNNER: Fixed compilation warnings

Changed paths:
    engines/bladerunner/actor.cpp
    engines/bladerunner/actor.h
    engines/bladerunner/actor_combat.cpp
    engines/bladerunner/actor_combat.h
    engines/bladerunner/script/script.cpp
    engines/bladerunner/script/script.h


diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index 177734f..b45e6e2 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -978,18 +978,17 @@ void Actor::modifyMaxHP(signed int change) {
 }
 
 
-void Actor::combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool a14) {
+void Actor::combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable) {
 	_animationModeCombatIdle = animationModeCombatIdle;
 	_animationModeCombatWalk = animationModeCombatWalk;
 	_animationModeCombatRun = animationModeCombatRun;
 	_inCombat = true;
 	if (_id != kActorMcCoy) {
-		_combatInfo->combatOn(_id, initialState, rangedAttack, enemyId, waypointType, fleeRatio, coverRatio, actionRatio, damage, range, a14);
+		_combatInfo->combatOn(_id, initialState, rangedAttack, enemyId, waypointType, fleeRatio, coverRatio, actionRatio, damage, range, unstoppable);
 	}
 	stopWalking(false);
 	changeAnimationMode(_animationModeCombatIdle, false);
-	int i;
-	for (i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) {
+	for (int i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) {
 		Actor *otherActor = _vm->_actors[i];
 		if (i != _id && otherActor->_setId == _setId && !otherActor->_isRetired) {
 			_vm->_aiScripts->otherAgentEnteredCombatMode(i, _id, true);
@@ -1004,8 +1003,7 @@ void Actor::combatModeOff() {
 	_inCombat = false;
 	stopWalking(false);
 	changeAnimationMode(kAnimationModeIdle, false);
-	int i;
-	for (i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) {
+	for (int i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) {
 		Actor *otherActor = _vm->_actors[i];
 		if (i != _id && otherActor->_setId == _setId && !otherActor->_isRetired) {
 			_vm->_aiScripts->otherAgentEnteredCombatMode(i, _id, false);
diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h
index ace9055..f074b55 100644
--- a/engines/bladerunner/actor.h
+++ b/engines/bladerunner/actor.h
@@ -222,7 +222,7 @@ public:
 
 	void retire(bool isRetired, int width, int height, int retiredByActorId);
 
-	void combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool a14);
+	void combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable);
 	void combatModeOff();
 
 	void setGoal(int goalNumber);
diff --git a/engines/bladerunner/actor_combat.cpp b/engines/bladerunner/actor_combat.cpp
index 47d1c2d..aa8e55b 100644
--- a/engines/bladerunner/actor_combat.cpp
+++ b/engines/bladerunner/actor_combat.cpp
@@ -49,10 +49,10 @@ void ActorCombat::setup() {
 	reset();
 }
 
-void ActorCombat::combatOn(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool a12) {
+void ActorCombat::combatOn(int actorId, int initialState, bool rangedAttackFlag, int enemyId, int waypointType, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable) {
 	_actorId = actorId;
 	_state = initialState;
-	_rangedAttack = rangedAttack;
+	_rangedAttack = rangedAttackFlag;
 	_enemyId = enemyId;
 	_waypointType = waypointType;
 	_damage = damage;
@@ -63,12 +63,12 @@ void ActorCombat::combatOn(int actorId, int initialState, bool rangedAttack, int
 	_coverRatio = coverRatio;
 	_actionRatio = actionRatio;
 	_active = true;
-	if (rangedAttack == 1) {
+	if (_rangedAttack) {
 		_range = range;
 	} else {
 		_range = 300;
 	}
-	field_3C = a12;
+	_unstoppable = unstoppable;
 
 	Actor *actor = _vm->_actors[_actorId];
 
@@ -227,7 +227,7 @@ void ActorCombat::hitAttempt() {
 	Actor *actor = _vm->_actors[_actorId];
 	Actor *enemy = _vm->_actors[_enemyId];
 
-	if (_enemyId == kActorMcCoy && !_vm->playerHasControl() && field_3C == 0) {
+	if (_enemyId == kActorMcCoy && !_vm->playerHasControl() && !_unstoppable) {
 		return;
 	}
 
@@ -306,7 +306,7 @@ void ActorCombat::reset() {
 	_actionRatioConst    = -1;
 	_actorHp             = 0;
 	_range               = 300;
-	field_3C             = 0;
+	_unstoppable             = false;
 	_actorPosition       = Vector3(0.0f, 0.0f, 0.0f);
 	_enemyPosition       = Vector3(0.0f, 0.0f, 0.0f);
 	_coversWaypointCount = 0;
@@ -417,7 +417,7 @@ void ActorCombat::rangedAttack() {
 	} else {
 		faceEnemy();
 		if (actor->getAnimationMode() != kAnimationModeCombatAttack) {
-			if (_enemyId != kActorMcCoy || _vm->playerHasControl() || field_3C != 0) {
+			if (_enemyId != kActorMcCoy || _vm->playerHasControl() || _unstoppable) {
 				actor->changeAnimationMode(kAnimationModeCombatAttack, false);
 			}
 		}
@@ -432,7 +432,7 @@ void ActorCombat::closeAttack() {
 	} else {
 		faceEnemy();
 		if (actor->getAnimationMode() != kAnimationModeCombatAttack) {
-			if (_enemyId != kActorMcCoy || _vm->playerHasControl() || field_3C != 0) {
+			if (_enemyId != kActorMcCoy || _vm->playerHasControl() || _unstoppable) {
 				actor->changeAnimationMode(kAnimationModeCombatAttack, false);
 			}
 		}
@@ -504,7 +504,7 @@ int ActorCombat::getaggressivenessRangedAttack() const {
 		return 0;
 	}
 
-	float distance = MIN(actor->distanceFromActor(_enemyId), 900.0f);
+	int distance = MIN(actor->distanceFromActor(_enemyId), 900.0f);
 
 	int aggressiveness = 0;
 	if (enemy->isRunning()) {
diff --git a/engines/bladerunner/actor_combat.h b/engines/bladerunner/actor_combat.h
index 2c6ea8a..42ef7de 100644
--- a/engines/bladerunner/actor_combat.h
+++ b/engines/bladerunner/actor_combat.h
@@ -47,7 +47,7 @@ class ActorCombat {
 	int _actionRatioConst;
 	int _actorHp;
 	int _range;
-	int field_3C;
+	bool _unstoppable;
 	Vector3 _actorPosition;
 	Vector3 _enemyPosition;
 	int _coversWaypointCount;
@@ -60,7 +60,7 @@ public:
 
 	void setup();
 
-	void combatOn(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool a12);
+	void combatOn(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable);
 	void combatOff();
 
 	void tick();
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp
index ff2a840..fc595bc 100644
--- a/engines/bladerunner/script/script.cpp
+++ b/engines/bladerunner/script/script.cpp
@@ -218,8 +218,8 @@ void ScriptBase::Actor_Combat_AI_Hit_Attempt(int actorId) {
 		_vm->_actors[actorId]->_combatInfo->hitAttempt();
 }
 
-void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool a14) {
-	_vm->_actors[actorId]->combatModeOn(initialState, rangedAttack, enemyId, waypointType, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, fleeRatio, coverRatio, actionRatio, damage, range, a14);
+void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable) {
+	_vm->_actors[actorId]->combatModeOn(initialState, rangedAttack, enemyId, waypointType, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, fleeRatio, coverRatio, actionRatio, damage, range, unstoppable);
 }
 
 void ScriptBase::Non_Player_Actor_Combat_Mode_Off(int actorId) {
diff --git a/engines/bladerunner/script/script.h b/engines/bladerunner/script/script.h
index 9df231a..3940c45 100644
--- a/engines/bladerunner/script/script.h
+++ b/engines/bladerunner/script/script.h
@@ -78,7 +78,7 @@ protected:
 	void Actor_Set_Flag_Damage_Anim_If_Moving(int actorId, bool value);
 	bool Actor_Query_Flag_Damage_Anim_If_Moving(int actorId);
 	void Actor_Combat_AI_Hit_Attempt(int actorId);
-	void Non_Player_Actor_Combat_Mode_On(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool a14);
+	void Non_Player_Actor_Combat_Mode_On(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable);
 	void Non_Player_Actor_Combat_Mode_Off(int actorId);
 	void Actor_Set_Health(int actorId, int hp, int maxHp);
 	void Actor_Set_Targetable(int actorId, bool targetable);





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