[Scummvm-git-logs] scummvm master -> c32aa4e4c60f350d8005eda489dfddc3c960c6da
digitall
noreply at scummvm.org
Sat May 27 22:25:54 UTC 2023
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:
c32aa4e4c6 WATCHMAKER: Fix Redundant Null Pointer Test GCC Compiler Warnings
Commit: c32aa4e4c60f350d8005eda489dfddc3c960c6da
https://github.com/scummvm/scummvm/commit/c32aa4e4c60f350d8005eda489dfddc3c960c6da
Author: D G Turner (digitall at scummvm.org)
Date: 2023-05-27T23:24:28+01:00
Commit Message:
WATCHMAKER: Fix Redundant Null Pointer Test GCC Compiler Warnings
Changed paths:
engines/watchmaker/classes/do_camera.cpp
engines/watchmaker/classes/do_player.cpp
engines/watchmaker/ll/ll_string.cpp
engines/watchmaker/walk/act.cpp
diff --git a/engines/watchmaker/classes/do_camera.cpp b/engines/watchmaker/classes/do_camera.cpp
index 8d1e9fa8455..ccecdd1c9be 100644
--- a/engines/watchmaker/classes/do_camera.cpp
+++ b/engines/watchmaker/classes/do_camera.cpp
@@ -645,8 +645,7 @@ void ProcessCamera(WGame &game) {
Player->Walk.OldPanel = -1;
for (a = 0; a < Player->Walk.NumSteps; a++)
Player->Walk.WalkSteps[a].curp = -1;
- if (&t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel])
- CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
+ CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
}
diff --git a/engines/watchmaker/classes/do_player.cpp b/engines/watchmaker/classes/do_player.cpp
index cbe4c9d90c4..0d829e6001c 100644
--- a/engines/watchmaker/classes/do_player.cpp
+++ b/engines/watchmaker/classes/do_player.cpp
@@ -434,8 +434,7 @@ void ChangePlayer(WGame &game, uint8 oc) {
if (Player && t3dCurRoom) {
Player->Walk.Panel = t3dCurRoom->Panel[t3dCurRoom->CurLevel];
Player->Walk.PanelNum = t3dCurRoom->NumPanels[t3dCurRoom->CurLevel];
- if (&t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel])
- Player->Mesh->Trasl.y = Player->Pos.y = CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
+ Player->Mesh->Trasl.y = Player->Pos.y = CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
}
// Inizia il Fade
diff --git a/engines/watchmaker/ll/ll_string.cpp b/engines/watchmaker/ll/ll_string.cpp
index ff792f85e07..43a45b79995 100644
--- a/engines/watchmaker/ll/ll_string.cpp
+++ b/engines/watchmaker/ll/ll_string.cpp
@@ -168,66 +168,64 @@ void PaintText(WGame &game) {
if (bTitoliCodaStatic || bTitoliCodaScrolling) return;
- if (TheString.text) {
- if (bDialogActive) {
- obj = init.Anim[TimeAnim].obj;
- if (obj == ocCURPLAYER)
- Player->Mesh->ExpressionFrame = VisemaTimeRecon(TheTime - LastTextTime);
- else if ((obj >= ocDARRELL) && (obj <= ocLASTCHAR) && (obj) && (Character[obj]->Mesh))
- Character[obj]->Mesh->ExpressionFrame = VisemaTimeRecon(TheTime - LastTextTime);
- }
+ if (bDialogActive) {
+ obj = init.Anim[TimeAnim].obj;
+ if (obj == ocCURPLAYER)
+ Player->Mesh->ExpressionFrame = VisemaTimeRecon(TheTime - LastTextTime);
+ else if ((obj >= ocDARRELL) && (obj <= ocLASTCHAR) && (obj) && (Character[obj]->Mesh))
+ Character[obj]->Mesh->ExpressionFrame = VisemaTimeRecon(TheTime - LastTextTime);
+ }
- lines = (uint16)CheckText(game._fonts, (uint16)game._renderer->rFitY((int32)TheString.dx), TheString.text);
- for (i = 0; i < lines; i++) {
- dx = (TheString.dx - (TextLen(game._fonts, TextLines[i], 0) * SCREEN_RES_X) / game._renderer->rFitX(SCREEN_RES_X)) / 2;
- obj = init.Anim[TimeAnim].obj;
- color = WHITE_FONT;
- if ((obj >= ocCUOCO) && (obj <= ocCURPLAYER)) {
- switch (obj) {
- case ocNOTAIO:
- case ocSUPERVISORE:
- case ocCUOCO:
- color = RED_FONT;
- break;
- case ocVALENCIA:
- case ocCHIRURGO:
- case ocGIARDINIERE:
- color = GREEN_FONT;
- break;
- case ocKRENN:
- case ocOROLOGIAIO:
- case ocVICTORIA:
- color = CYAN_FONT;
- break;
- case ocMOORE:
- case ocMOOREBUCATO:
- case ocDUKES:
- case ocTRADUTTORE:
- case ocCUSTODE:
- color = MAGENTA_FONT;
- break;
- case ocCORONA:
- case ocMOGLIESUPERVISORE:
- case ocMOGLIE_KIMONO:
- case ocSERVETTA:
- color = YELLOW_FONT;
- break;
- case ocVECCHIO:
- case ocCACCIATORE:
- case ocCACCIATOREMALPRESO:
- case ocDOMESTICA:
- color = GRAY_FONT;
- break;
- case ocDARRELL:
- case ocDARRELLALETTO:
- case ocCURPLAYER:
- default:
- color = WHITE_FONT;
- break;
- }
+ lines = (uint16)CheckText(game._fonts, (uint16)game._renderer->rFitY((int32)TheString.dx), TheString.text);
+ for (i = 0; i < lines; i++) {
+ dx = (TheString.dx - (TextLen(game._fonts, TextLines[i], 0) * SCREEN_RES_X) / game._renderer->rFitX(SCREEN_RES_X)) / 2;
+ obj = init.Anim[TimeAnim].obj;
+ color = WHITE_FONT;
+ if ((obj >= ocCUOCO) && (obj <= ocCURPLAYER)) {
+ switch (obj) {
+ case ocNOTAIO:
+ case ocSUPERVISORE:
+ case ocCUOCO:
+ color = RED_FONT;
+ break;
+ case ocVALENCIA:
+ case ocCHIRURGO:
+ case ocGIARDINIERE:
+ color = GREEN_FONT;
+ break;
+ case ocKRENN:
+ case ocOROLOGIAIO:
+ case ocVICTORIA:
+ color = CYAN_FONT;
+ break;
+ case ocMOORE:
+ case ocMOOREBUCATO:
+ case ocDUKES:
+ case ocTRADUTTORE:
+ case ocCUSTODE:
+ color = MAGENTA_FONT;
+ break;
+ case ocCORONA:
+ case ocMOGLIESUPERVISORE:
+ case ocMOGLIE_KIMONO:
+ case ocSERVETTA:
+ color = YELLOW_FONT;
+ break;
+ case ocVECCHIO:
+ case ocCACCIATORE:
+ case ocCACCIATOREMALPRESO:
+ case ocDOMESTICA:
+ color = GRAY_FONT;
+ break;
+ case ocDARRELL:
+ case ocDARRELLALETTO:
+ case ocCURPLAYER:
+ default:
+ color = WHITE_FONT;
+ break;
}
- game._renderer->_2dStuff.displayDDText(TextLines[i], FontKind::Standard, color, TheString.x + dx, TheString.y + i * 12, 0, 0, 0, 0);
}
+ game._renderer->_2dStuff.displayDDText(TextLines[i], FontKind::Standard, color, TheString.x + dx, TheString.y + i * 12, 0, 0, 0, 0);
}
}
diff --git a/engines/watchmaker/walk/act.cpp b/engines/watchmaker/walk/act.cpp
index 81262843edc..11e2c4d8fe2 100644
--- a/engines/watchmaker/walk/act.cpp
+++ b/engines/watchmaker/walk/act.cpp
@@ -266,8 +266,9 @@ void CheckCharacterWithoutBounds(WGame &game, int32 oc, const uint8 *dpl, uint8
Char->Walk.Panel = t3dCurRoom->Panel[t3dCurRoom->CurLevel];
Char->Walk.PanelNum = t3dCurRoom->NumPanels[t3dCurRoom->CurLevel];
- if ((t3dCurRoom) && (&t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel]))
+ if (t3dCurRoom) {
CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
+ }
Char->Mesh->Flags |= T3D_MESH_DEFAULTANIM;
t3dVectCopy(&Char->Pos, &Char->Mesh->Trasl);
@@ -309,8 +310,9 @@ void FixPos(int32 oc) {
t3dCHARACTER *Ch = Character[oc];
t3dMESH *mesh = Ch->Mesh;
- if ((t3dCurRoom) && (&t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel]))
+ if (t3dCurRoom) {
CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
+ }
mesh->Trasl.y = CurFloorY;
t3dVectCopy(&Ch->Pos, &mesh->Trasl);
t3dVectInit(&Ch->Dir, 0.0f, 0.0f, -1.0f);
@@ -599,8 +601,9 @@ bool CheckCharacterWithBounds(WGame &game, int32 oc, t3dV3F *Pos, uint8 dp, uint
Char->Walk.Panel = t3dCurRoom->Panel[t3dCurRoom->CurLevel];
Char->Walk.PanelNum = t3dCurRoom->NumPanels[t3dCurRoom->CurLevel];
- if ((t3dCurRoom) && (&t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel]))
+ if (t3dCurRoom) {
CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
+ }
for (i = 0; i < T3D_MAX_CHARACTERS; i++) {
// Se il personaggio non e' nascosto e ha pannelli, li aggiunge
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