[Scummvm-git-logs] scummvm master -> 2b9156ed4570eceecf89a3edb9f4c9b3498ce835
Strangerke
noreply at scummvm.org
Fri Jan 17 21:41:09 UTC 2025
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:
2b9156ed45 GOT: Turn two members to boolean in Actor, remove an unused one
Commit: 2b9156ed4570eceecf89a3edb9f4c9b3498ce835
https://github.com/scummvm/scummvm/commit/2b9156ed4570eceecf89a3edb9f4c9b3498ce835
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-01-17T22:40:36+01:00
Commit Message:
GOT: Turn two members to boolean in Actor, remove an unused one
Changed paths:
engines/got/data/actor.cpp
engines/got/data/actor.h
engines/got/game/back.cpp
engines/got/game/boss1.cpp
engines/got/game/boss2.cpp
engines/got/game/boss3.cpp
engines/got/game/main.cpp
engines/got/game/move.cpp
engines/got/game/move_patterns.cpp
engines/got/game/object.cpp
engines/got/gfx/image.cpp
engines/got/got.cpp
engines/got/views/game_content.cpp
diff --git a/engines/got/data/actor.cpp b/engines/got/data/actor.cpp
index 0fddab2a1f1..a85de909c80 100644
--- a/engines/got/data/actor.cpp
+++ b/engines/got/data/actor.cpp
@@ -142,7 +142,6 @@ Actor &Actor::operator=(const Actor &src) {
_i6 = src._i6;
_initHealth = src._initHealth;
_talkCounter = src._talkCounter;
- _eType = src._eType;
return *this;
}
diff --git a/engines/got/data/actor.h b/engines/got/data/actor.h
index a6ad2832e69..977a1551c55 100644
--- a/engines/got/data/actor.h
+++ b/engines/got/data/actor.h
@@ -69,7 +69,7 @@ struct Actor {
int _center = 0; // Center of object
int _lastX[2] = {}; // Last X coordinate on each page
int _lastY[2] = {}; // Last Y coordinate on each page
- byte _active = 0; //boolean // 1=active, 0=not active
+ bool _active = false; // true=active, false=not active
byte _nextFrame = 0; // Next frame to be shown
byte _moveCountdown = 0; // Count down to movement
byte _vulnerableCountdown = 0; // Count down to vulnerability
@@ -92,7 +92,7 @@ struct Actor {
byte _temp3 = 0;
byte _temp4 = 0;
byte _temp5 = 0;
- byte _hitThor = 0; // boolean
+ bool _hitThor = false;
int _rand = 0;
byte _initDir = 0;
byte _passValue = 0;
@@ -102,7 +102,6 @@ struct Actor {
int _i1 = 0, _i2 = 0, _i3 = 0, _i4 = 0, _i5 = 0, _i6 = 0;
byte _initHealth = 0;
byte _talkCounter = 0;
- byte _eType = 0; // unused
void loadFixed(Common::SeekableReadStream *src);
void loadFixed(const byte *src);
diff --git a/engines/got/game/back.cpp b/engines/got/game/back.cpp
index 43ff91a8513..d0e0f286d2d 100644
--- a/engines/got/game/back.cpp
+++ b/engines/got/game/back.cpp
@@ -48,7 +48,7 @@ static const char *odinEndMessage;
void show_level(int new_level) {
_G(boss_active) = false;
if (!_G(shield_on))
- _G(actor[2])._active = 0;
+ _G(actor[2])._active = false;
_G(bomb_flag) = false;
_G(slipping) = false;
diff --git a/engines/got/game/boss1.cpp b/engines/got/game/boss1.cpp
index 4f8f2635e5e..01a5b6aa45b 100644
--- a/engines/got/game/boss1.cpp
+++ b/engines/got/game/boss1.cpp
@@ -237,7 +237,7 @@ static int boss1_dead() {
_G(actor[3 + rep])._lastX[_G(pge) ^ 1] = x;
_G(actor[3 + rep])._lastY[_G(pge)] = y1;
_G(actor[3 + rep])._lastY[_G(pge) ^ 1] = y;
- _G(actor[3 + rep])._active = 1;
+ _G(actor[3 + rep])._active = true;
_G(actor[3 + rep])._vulnerableCountdown = 255;
_G(actor[3 + rep])._moveType = 6;
_G(actor[3 + rep])._nextFrame = rep;
diff --git a/engines/got/game/boss2.cpp b/engines/got/game/boss2.cpp
index 2c105a95952..2303e64ac4f 100644
--- a/engines/got/game/boss2.cpp
+++ b/engines/got/game/boss2.cpp
@@ -40,7 +40,7 @@ static const byte EXPLOSION[] = {
161, 162, 165, 166, 169, 170, 173, 174, 177, 178
};
-static byte expf[60];
+static bool expf[60];
static byte num_skulls; // Hehe
static byte num_spikes;
static bool drop_flag;
@@ -240,7 +240,7 @@ static int boss2_die() {
_G(actor[3 + rep])._lastX[_G(pge) ^ 1] = x;
_G(actor[3 + rep])._lastY[_G(pge)] = y1;
_G(actor[3 + rep])._lastY[_G(pge) ^ 1] = y;
- _G(actor[3 + rep])._active = 1;
+ _G(actor[3 + rep])._active = true;
_G(actor[3 + rep])._vulnerableCountdown = 255;
_G(actor[3 + rep])._moveType = 6;
_G(actor[3 + rep])._nextFrame = rep;
@@ -278,7 +278,7 @@ static int boss2a_movement(Actor *actr) {
if (r > 59)
r = 0;
}
- expf[r] = 1;
+ expf[r] = true;
int x = (EXPLOSION[r] % 20) * 16;
int y = (EXPLOSION[r] / 20) * 16;
_G(actor[an])._x = x;
diff --git a/engines/got/game/boss3.cpp b/engines/got/game/boss3.cpp
index 38678a707ce..296f64cd035 100644
--- a/engines/got/game/boss3.cpp
+++ b/engines/got/game/boss3.cpp
@@ -501,7 +501,7 @@ static int boss_die() {
_G(actor[3 + rep])._lastX[_G(pge) ^ 1] = x;
_G(actor[3 + rep])._lastY[_G(pge)] = y1;
_G(actor[3 + rep])._lastY[_G(pge) ^ 1] = y;
- _G(actor[3 + rep])._active = 1;
+ _G(actor[3 + rep])._active = true;
_G(actor[3 + rep])._vulnerableCountdown = 255;
_G(actor[3 + rep])._moveType = 6;
_G(actor[3 + rep])._nextFrame = rep;
@@ -563,7 +563,7 @@ void ending_screen() {
expcnt = 0;
_G(actor[34]) = _G(explosion);
- _G(actor[34])._active = 0;
+ _G(actor[34])._active = false;
_G(actor[34])._speed = 2;
_G(actor[34])._moveCountdown = _G(actor[34])._speed;
_G(actor[34])._currNumShots = 3; // Used to reverse explosion
@@ -587,12 +587,12 @@ int endgame_one() {
if (r > 31)
r = 0;
}
- expf[r / 8][r % 8] = 1;
+ expf[r / 8][r % 8] = true;
int x = (EXPLOSION[r / 8][r % 8] % 20) * 16;
int y = (EXPLOSION[r / 8][r % 8] / 20) * 16;
_G(actor[34])._x = x;
_G(actor[34])._y = y;
- _G(actor[34])._active = 1;
+ _G(actor[34])._active = true;
_G(actor[34])._nextFrame = 0;
_G(actor[34])._currNumShots = 3;
@@ -600,7 +600,7 @@ int endgame_one() {
_G(endgame++);
if (_G(endgame) > 32) {
- _G(actor[34])._active = 0;
+ _G(actor[34])._active = false;
_G(endgame) = 0;
}
return 1;
@@ -627,12 +627,12 @@ int endgame_movement() {
if (r > 7)
r = 0;
}
- expf[_G(exprow)][r] = 1;
+ expf[_G(exprow)][r] = true;
int x = (EXPLOSION[_G(exprow)][r] % 20) * 16;
int y = (EXPLOSION[_G(exprow)][r] / 20) * 16;
_G(actor[34])._x = x;
_G(actor[34])._y = y;
- _G(actor[34])._active = 1;
+ _G(actor[34])._active = true;
_G(actor[34])._nextFrame = 0;
_G(actor[34])._currNumShots = 3;
diff --git a/engines/got/game/main.cpp b/engines/got/game/main.cpp
index 1a2d46ad73a..617f313629b 100644
--- a/engines/got/game/main.cpp
+++ b/engines/got/game/main.cpp
@@ -26,7 +26,7 @@
namespace Got {
void setup_load() {
- _G(thor)->_active = 1;
+ _G(thor)->_active = true;
_G(new_level) = _G(thor_info).last_screen;
_G(thor)->_x = (_G(thor_info).last_icon % 20) * 16;
_G(thor)->_y = ((_G(thor_info).last_icon / 20) * 16) - 1;
@@ -59,8 +59,8 @@ void setup_load() {
_G(lightning_used) = false;
_G(tornado_used) = false;
_G(shield_on) = false;
- _G(actor[1])._active = 0;
- _G(actor[2])._active = 0;
+ _G(actor[1])._active = false;
+ _G(actor[2])._active = false;
_G(thor)->_moveCountdown = 6;
_G(scrn).load(_G(new_level));
diff --git a/engines/got/game/move.cpp b/engines/got/game/move.cpp
index 4700bc2ec63..ce1923a897f 100644
--- a/engines/got/game/move.cpp
+++ b/engines/got/game/move.cpp
@@ -79,10 +79,10 @@ int reverse_direction(Actor *actr) {
}
void thor_shoots() {
- if ((_G(hammer)->_active != 1) && (!_G(hammer)->_dead) && (!_G(thor)->_shotCountdown)) {
+ if (!_G(hammer)->_active && (!_G(hammer)->_dead) && (!_G(thor)->_shotCountdown)) {
play_sound(SWISH, false);
_G(thor)->_shotCountdown = 20;
- _G(hammer)->_active = 1;
+ _G(hammer)->_active = true;
_G(hammer)->_dir = _G(thor)->_dir;
_G(hammer)->_lastDir = _G(thor)->_dir;
_G(hammer)->_x = _G(thor)->_x;
@@ -141,7 +141,7 @@ void actor_damaged(Actor *actr, int damage) {
}
void thor_damaged(Actor *actr) {
- actr->_hitThor = 1;
+ actr->_hitThor = true;
// If we're invincible, ignore any damage
if (_G(cheats).freezeHealth)
@@ -211,12 +211,12 @@ void actor_destroyed(Actor *actr) {
actr->_lastY[pge] = y1;
actr->_lastY[pge ^ 1] = y;
actr->_moveCountdown = actr->_speed;
- actr->_active = 1;
+ actr->_active = true;
actr->_currNumShots = 3; // used to reverse explosion
actr->_vulnerableCountdown = 255;
} else {
actr->_dead = 2;
- actr->_active = 0;
+ actr->_active = false;
}
}
@@ -263,7 +263,7 @@ int _actor_shoots(Actor *actr, int dir) {
act->_lastX[1] = actr->_x;
act->_lastY[0] = cy;
act->_lastY[1] = cy;
- act->_active = 1;
+ act->_active = true;
act->_creator = actr->_actorNum;
act->_moveCount = act->_numMoves;
act->_dead = 0;
diff --git a/engines/got/game/move_patterns.cpp b/engines/got/game/move_patterns.cpp
index 6598e8c400f..b5a076ec862 100644
--- a/engines/got/game/move_patterns.cpp
+++ b/engines/got/game/move_patterns.cpp
@@ -1128,7 +1128,7 @@ int movement_two(Actor *actr) {
_G(hammer)->_dir = d;
}
if (actr->_actorNum == 2) {
- actr->_active = 0;
+ actr->_active = false;
actr->_dead = 2;
_G(lightning_used) = false;
_G(tornado_used) = false;
@@ -1366,7 +1366,7 @@ int movement_six(Actor *actr) {
actr->_currNumShots--;
} else {
actr->_dead = 2;
- actr->_active = 0;
+ actr->_active = false;
if (!_G(boss_dead) && !_G(endgame)) {
if (actr->_type == 2)
drop_object(actr);
@@ -1726,7 +1726,7 @@ int movement_eighteen(Actor *actr) {
if (actr->_hitThor) {
actr->_temp5 = 50;
actr->_numMoves = 2;
- actr->_hitThor = 0;
+ actr->_hitThor = false;
actr->_dir = d;
d = reverse_direction(actr);
}
@@ -1744,7 +1744,7 @@ int movement_eighteen(Actor *actr) {
if (actr->_hitThor) {
actr->_temp5 = 50;
actr->_numMoves = 2;
- actr->_hitThor = 0;
+ actr->_hitThor = false;
actr->_dir = d;
d = reverse_direction(actr);
}
diff --git a/engines/got/game/object.cpp b/engines/got/game/object.cpp
index cc9fd5b48cc..504170bd424 100644
--- a/engines/got/game/object.cpp
+++ b/engines/got/game/object.cpp
@@ -125,7 +125,7 @@ void pick_up_object(int p) {
return;
_G(thor)->_numMoves = 1;
_G(hammer)->_numMoves = 2;
- _G(actor[2])._active = 0;
+ _G(actor[2])._active = false;
_G(shield_on) = false;
_G(tornado_used) = false;
_G(thor_info).inventory |= 64;
@@ -147,7 +147,7 @@ void pick_up_object(int p) {
_G(tornado_used) = false;
_G(hammer)->_numMoves = 2;
_G(thor)->_numMoves = 1;
- _G(actor[2])._active = 0;
+ _G(actor[2])._active = false;
s = 1 << (_G(object_map[p]) - 27);
_G(thor_info).inventory |= s;
odin_speaks((_G(object_map[p]) - 27) + 516, _G(object_map[p]) - 1);
@@ -310,7 +310,7 @@ int use_shield(int flag) {
if (_G(shield_on)) {
_G(actor[2])._dead = 2;
- _G(actor[2])._active = 0;
+ _G(actor[2])._active = false;
_G(shield_on) = false;
}
diff --git a/engines/got/gfx/image.cpp b/engines/got/gfx/image.cpp
index f01047f4d60..96081d1089e 100644
--- a/engines/got/gfx/image.cpp
+++ b/engines/got/gfx/image.cpp
@@ -54,28 +54,28 @@ void setup_actor(Actor *actr, char num, char dir, int x, int y) {
actr->_nextFrame = dir;
}
- actr->_x = x; // Actual X coor
- actr->_y = y; // Actual Y coor
- actr->_width = 16; // Actual X coor
- actr->_height = 16; // Actual Y coor
- actr->_center = 0; // Center of object
- actr->_lastX[0] = x; // Last X coor on each page
+ actr->_x = x; // Actual X coor
+ actr->_y = y; // Actual Y coor
+ actr->_width = 16; // Actual X coor
+ actr->_height = 16; // Actual Y coor
+ actr->_center = 0; // Center of object
+ actr->_lastX[0] = x; // Last X coor on each page
actr->_lastX[1] = x;
- actr->_lastY[0] = y; // Last Y coor on each page
+ actr->_lastY[0] = y; // Last Y coor on each page
actr->_lastY[1] = y;
- actr->_active = 1; // 1=active, 0=not active
- actr->_moveCountdown = 8; // Count down to movement
+ actr->_active = true; // true=active, false=not active
+ actr->_moveCountdown = 8; // Count down to movement
actr->_vulnerableCountdown = STAMINA; // Count down to vulnerability
- actr->_shotCountdown = 20; // Count down to another shot
- actr->_currNumShots = 0; // # of shots currently on screen
- actr->_creator = 0; // which actor # created this actor
- actr->_unpauseCountdown = 0; // Pause must be 0 to move
+ actr->_shotCountdown = 20; // Count down to another shot
+ actr->_currNumShots = 0; // # of shots currently on screen
+ actr->_creator = 0; // which actor # created this actor
+ actr->_unpauseCountdown = 0; // Pause must be 0 to move
actr->_show = 0;
actr->_actorNum = num;
actr->_counter = 0;
actr->_moveCounter = 0;
actr->_edgeCounter = 20;
- actr->_hitThor = 0;
+ actr->_hitThor = false;
actr->_rand = g_engine->getRandomNumber(99);
actr->_temp1 = 0;
actr->_initHealth = actr->_health;
@@ -108,7 +108,7 @@ int load_standard_actors() {
load_actor(0, 103 + _G(thor_info).armor); // Load hammer
_G(actor[1]).loadFixed(_G(tmp_buff) + 5120);
setup_actor(&_G(actor[1]), 1, 0, 100, 100);
- _G(actor[1])._active = 0;
+ _G(actor[1])._active = false;
_G(hammer) = &_G(actor[1]);
make_actor_surface(&_G(actor[1]));
@@ -117,14 +117,14 @@ int load_standard_actors() {
load_actor(0, 106);
_G(sparkle).loadFixed(_G(tmp_buff) + 5120);
setup_actor(&_G(sparkle), 20, 0, 100, 100);
- _G(sparkle)._active = 0;
+ _G(sparkle)._active = false;
make_actor_surface(&_G(sparkle));
// Load explosion
load_actor(0, 107);
_G(explosion).loadFixed(_G(tmp_buff) + 5120);
setup_actor(&_G(explosion), 21, 0, 100, 100);
- _G(explosion)._active = 0;
+ _G(explosion)._active = false;
make_actor_surface(&_G(explosion));
// Load tornado
@@ -133,7 +133,7 @@ int load_standard_actors() {
Common::copy(_G(tmp_buff), _G(tmp_buff) + 1024, _G(magic_pic[0]));
setup_actor(&_G(magic_item[0]), 20, 0, 0, 0);
- _G(magic_item[0])._active = 0;
+ _G(magic_item[0])._active = false;
// Load shield
load_actor(0, 109);
@@ -141,9 +141,9 @@ int load_standard_actors() {
Common::copy(_G(tmp_buff), _G(tmp_buff) + 1024, _G(magic_pic[1]));
setup_actor(&_G(magic_item[1]), 20, 0, 0, 0);
- _G(magic_item[1])._active = 0;
+ _G(magic_item[1])._active = false;
- _G(actor[2])._active = 0;
+ _G(actor[2])._active = false;
make_actor_surface(&_G(magic_item[0]));
@@ -152,7 +152,7 @@ int load_standard_actors() {
void show_enemies() {
for (int i = 3; i < MAX_ACTORS; i++)
- _G(actor[i])._active = 0;
+ _G(actor[i])._active = false;
for (int i = 0; i < MAX_ENEMIES; i++)
_G(enemy_type[i]) = 0;
@@ -177,7 +177,7 @@ void show_enemies() {
}
if (_G(scrn).actor_invis[i])
- _G(actor[i + 3])._active = 0;
+ _G(actor[i + 3])._active = false;
}
_G(etype[i]) = r;
diff --git a/engines/got/got.cpp b/engines/got/got.cpp
index 2da43feaa02..16efa6bcfbc 100644
--- a/engines/got/got.cpp
+++ b/engines/got/got.cpp
@@ -226,7 +226,7 @@ void GotEngine::pauseEngineIntern(bool pause) {
if (_G(shield_on)) {
_G(actor[2])._dead = 2;
- _G(actor[2])._active = 0;
+ _G(actor[2])._active = false;
_G(shield_on) = false;
}
diff --git a/engines/got/views/game_content.cpp b/engines/got/views/game_content.cpp
index 75e10f288c5..b0abedb9e38 100644
--- a/engines/got/views/game_content.cpp
+++ b/engines/got/views/game_content.cpp
@@ -155,7 +155,7 @@ bool GameContent::tick() {
if (_deathCtr < DEATH_THRESHOLD) {
spinThor();
} else if (_deathCtr < DEATH_THRESHOLD + 60) {
- _G(thor)->_active = 0;
+ _G(thor)->_active = false;
++_deathCtr;
} else {
thorDead();
@@ -466,8 +466,8 @@ void GameContent::checkForAreaChange() {
} else if (_G(new_level) != _G(current_level)) {
// Area transition beginning
_G(thor)->_show = 0;
- _G(thor)->_active = 0;
- _G(hammer)->_active = 0;
+ _G(thor)->_active = false;
+ _G(hammer)->_active = false;
_G(tornado_used) = false;
// Draws the old area without Thor, and then save a copy of it.
@@ -476,7 +476,7 @@ void GameContent::checkForAreaChange() {
_surface.copyFrom(getSurface());
// Set up new level
- _G(thor)->_active = 1;
+ _G(thor)->_active = true;
show_level(_G(new_level));
}
}
@@ -488,7 +488,7 @@ void GameContent::thorDies() {
// Stop any actors on-screen from moving
for (int li = 0; li < MAX_ACTORS; li++)
_G(actor[li])._show = 0;
- _G(actor[2])._active = 0;
+ _G(actor[2])._active = false;
// Set the state for showing death animation
_G(gameMode) = MODE_THOR_DIES;
@@ -552,10 +552,10 @@ void GameContent::thorDead() {
_G(tornado_used) = false;
_G(shield_on) = false;
music_resume();
- _G(actor[1])._active = 0;
- _G(actor[2])._active = 0;
+ _G(actor[1])._active = false;
+ _G(actor[2])._active = false;
_G(thor)->_moveCountdown = 6;
- _G(thor)->_active = 1;
+ _G(thor)->_active = true;
// Load saved data for new level back into scrn
_G(scrn).load(_G(new_level));
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