TSAGE: Cleanup custom List usage.
This makes the code use Common::List for all cases where synchronization can not be done with tSage::List::synchronise. Furthermore I renamed the custom List class to SynchronisedList to stress its purpose. I also removed clear2, contains and forEach and replaced them with algorithm usage from Common:: or in the case of "contains" replaced them with a simple inline function which uses Common::find.
This commit is contained in:
parent
0234c9ff95
commit
6db40e0c6c
12 changed files with 88 additions and 99 deletions
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@ -537,7 +537,7 @@ void PlayerMover::setDest(const Common::Point &destPos) {
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#define REGION_LIST_SIZE 20
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void PlayerMover::pathfind(Common::Point *routeList, Common::Point srcPos, Common::Point destPos, RouteEnds routeEnds) {
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List<int> regionIndexes;
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Common::List<int> regionIndexes;
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RouteEnds tempRouteEnds;
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int routeRegions[REGION_LIST_SIZE];
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Common::Point objPos;
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@ -687,7 +687,7 @@ int PlayerMover::regionIndexOf(const Common::Point &pt) {
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return 0;
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}
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int PlayerMover::findClosestRegion(Common::Point &pt, List<int> &indexList) {
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int PlayerMover::findClosestRegion(Common::Point &pt, const Common::List<int> &indexList) {
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int newY = pt.y;
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int result = 0;
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@ -695,35 +695,35 @@ int PlayerMover::findClosestRegion(Common::Point &pt, List<int> &indexList) {
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int newX = pt.x + idx;
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result = regionIndexOf(newX, pt.y);
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if ((result == 0) || indexList.contains(result)) {
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if ((result == 0) || contains(indexList, result)) {
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newY = pt.y + idx;
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result = regionIndexOf(newX, newY);
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if ((result == 0) || indexList.contains(result)) {
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if ((result == 0) || contains(indexList, result)) {
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newX -= idx;
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result = regionIndexOf(newX, newY);
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if ((result == 0) || indexList.contains(result)) {
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if ((result == 0) || contains(indexList, result)) {
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newX -= idx;
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result = regionIndexOf(newX, newY);
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if ((result == 0) || indexList.contains(result)) {
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if ((result == 0) || contains(indexList, result)) {
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newY -= idx;
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result = regionIndexOf(newX, newY);
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if ((result == 0) || indexList.contains(result)) {
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if ((result == 0) || contains(indexList, result)) {
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newY -= idx;
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result = regionIndexOf(newX, newY);
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if ((result == 0) || indexList.contains(result)) {
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if ((result == 0) || contains(indexList, result)) {
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newX += idx;
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result = regionIndexOf(newX, newY);
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if ((result == 0) || indexList.contains(result)) {
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if ((result == 0) || contains(indexList, result)) {
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newX += idx;
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result = regionIndexOf(newX, newY);
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if ((result == 0) || indexList.contains(result)) {
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if ((result == 0) || contains(indexList, result)) {
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continue;
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}
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}
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@ -1132,7 +1132,6 @@ void PaletteRotation::remove() {
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Action *action = _action;
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g_system->getPaletteManager()->setPalette((const byte *)&_palette[_start], _start, _end - _start);
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if (_scenePalette->_listeners.contains(this))
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_scenePalette->_listeners.remove(this);
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delete this;
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@ -1213,7 +1212,6 @@ void PaletteUnknown::remove() {
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for (int i = 0; i < 256; i++)
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_scenePalette->_palette[i] = _palette[i];
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_scenePalette->refresh();
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if (_scenePalette->_listeners.contains(this))
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_scenePalette->_listeners.remove(this);
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delete this;
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}
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@ -1312,13 +1310,13 @@ void ScenePalette::getPalette(int start, int count) {
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}
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void ScenePalette::signalListeners() {
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for (List<PaletteModifier *>::iterator i = _listeners.begin(); i != _listeners.end(); ++i) {
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for (SynchronisedList<PaletteModifier *>::iterator i = _listeners.begin(); i != _listeners.end(); ++i) {
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(*i)->signal();
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}
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}
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void ScenePalette::clearListeners() {
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List<PaletteModifier *>::iterator i = _listeners.begin();
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SynchronisedList<PaletteModifier *>::iterator i = _listeners.begin();
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while (i != _listeners.end()) {
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PaletteModifier *obj = *i;
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++i;
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@ -1377,6 +1375,7 @@ PaletteUnknown *ScenePalette::addUnkPal(RGB8 *arrBufferRGB, int unkNumb, bool di
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void ScenePalette::changeBackground(const Rect &bounds, FadeMode fadeMode) {
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ScenePalette tempPalette;
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if (_globals->_sceneManager._hasPalette) {
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if ((fadeMode == FADEMODE_GRADUAL) || (fadeMode == FADEMODE_IMMEDIATE)) {
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// Fade out any active palette
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@ -1397,7 +1396,10 @@ void ScenePalette::changeBackground(const Rect &bounds, FadeMode fadeMode) {
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_globals->_screenSurface.copyFrom(_globals->_sceneManager._scene->_backSurface,
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bounds, Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), NULL);
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tempPalette._listeners.clear2();
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for (SynchronisedList<PaletteModifier *>::iterator i = tempPalette._listeners.begin(); i != tempPalette._listeners.end(); ++i)
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delete *i;
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tempPalette._listeners.clear();
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}
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void ScenePalette::synchronise(Serialiser &s) {
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@ -1941,7 +1943,7 @@ int SceneObject::checkRegion(const Common::Point &pt) {
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}
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newY -= _yDiff;
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List<SceneObject *>::iterator i;
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SynchronisedList<SceneObject *>::iterator i;
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for (i = _globals->_sceneObjects->begin(); (regionIndex == 0) && (i != _globals->_sceneObjects->end()); ++i) {
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if ((*i) && ((*i)->_flags & OBJFLAG_CHECK_REGION)) {
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int objYDiff = (*i)->_position.y - _yDiff;
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@ -2229,10 +2231,7 @@ void SceneObject::calcAngle(const Common::Point &pt) {
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}
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void SceneObject::removeObject() {
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if (_globals->_sceneItems.contains(this))
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_globals->_sceneItems.remove(this);
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if (_globals->_sceneObjects->contains(this))
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_globals->_sceneObjects->remove(this);
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if (_visage) {
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@ -2369,7 +2368,7 @@ void SceneObjectList::draw() {
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uint32 flagMask = (paneNum == 0) ? OBJFLAG_PANE_0 : OBJFLAG_PANE_1;
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// Initial loop to set up object list and update object position, priority, and flags
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for (List<SceneObject *>::iterator i = _globals->_sceneObjects->begin();
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for (SynchronisedList<SceneObject *>::iterator i = _globals->_sceneObjects->begin();
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i != _globals->_sceneObjects->end(); ++i) {
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SceneObject *obj = *i;
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objList.push_back(obj);
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@ -2523,7 +2522,7 @@ void SceneObjectList::activate() {
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_globals->_sceneObjects_queue.push_front(this);
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// Flag all the objects as modified
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List<SceneObject *>::iterator i;
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SynchronisedList<SceneObject *>::iterator i;
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for (i = begin(); i != end(); ++i) {
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(*i)->_flags |= OBJFLAG_PANES;
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}
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@ -2544,7 +2543,7 @@ void SceneObjectList::deactivate() {
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_globals->_sceneObjects_queue.pop_front();
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_globals->_sceneObjects = *_globals->_sceneObjects_queue.begin();
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List<SceneObject *>::iterator i;
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SynchronisedList<SceneObject *>::iterator i;
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for (i = objectList->begin(); i != objectList->end(); ++i) {
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if (!((*i)->_flags & OBJFLAG_CLONED)) {
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SceneObject *sceneObj = (*i)->clone();
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@ -3283,9 +3282,9 @@ void WalkRegions::load(int sceneNum) {
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* @param pt Point to locate
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* @param indexList List of region indexes that should be ignored
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*/
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int WalkRegions::indexOf(const Common::Point &pt, List<int> *indexList) {
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int WalkRegions::indexOf(const Common::Point &pt, const Common::List<int> *indexList) {
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for (uint idx = 0; idx < _regionList.size(); ++idx) {
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if ((!indexList || !indexList->contains(idx + 1)) && _regionList[idx].contains(pt))
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if ((!indexList || contains(*indexList, int(idx + 1))) && _regionList[idx].contains(pt))
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return idx + 1;
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}
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@ -3511,7 +3510,7 @@ void SceneHandler::process(Event &event) {
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if (_globals->_player._uiEnabled && (event.eventType == EVENT_BUTTON_DOWN) &&
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!_globals->_sceneItems.empty()) {
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// Scan the item list to find one the mouse is within
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List<SceneItem *>::iterator i = _globals->_sceneItems.begin();
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SynchronisedList<SceneItem *>::iterator i = _globals->_sceneItems.begin();
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while ((i != _globals->_sceneItems.end()) && !(*i)->contains(event.mousePos))
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++i;
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@ -3598,7 +3597,7 @@ void Game::execute() {
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do {
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// Process all currently atcive game handlers
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activeFlag = false;
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for (List<GameHandler *>::iterator i = _handlers.begin(); i != _handlers.end(); ++i) {
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for (SynchronisedList<GameHandler *>::iterator i = _handlers.begin(); i != _handlers.end(); ++i) {
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GameHandler *gh = *i;
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if (gh->_lockCtr.getCtr() == 0) {
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gh->execute();
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@ -107,7 +107,7 @@ public:
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InvObject _jar;
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InvObject _emptyJar;
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List<InvObject *> _itemList;
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SynchronisedList<InvObject *> _itemList;
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InvObject *_selectedItem;
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public:
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InvObjectList();
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@ -264,7 +264,7 @@ protected:
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void pathfind(Common::Point *routeList, Common::Point srcPos, Common::Point destPos, RouteEnds routeEnds);
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int regionIndexOf(const Common::Point &pt);
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int regionIndexOf(int xp, int yp) { return regionIndexOf(Common::Point(xp, yp)); }
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int findClosestRegion(Common::Point &pt, List<int> &indexList);
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int findClosestRegion(Common::Point &pt, const Common::List<int> &indexList);
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int checkMover(Common::Point &srcPos, const Common::Point &destPos);
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void checkMovement2(const Common::Point &pt1, const Common::Point &pt2, int numSteps, Common::Point &ptOut);
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int proc1(int *routeList, int srcRegion, int destRegion, int &v);
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@ -363,7 +363,7 @@ class ScenePalette: public SavedObject {
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public:
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RGB8 _palette[256];
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GfxColours _colours;
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List<PaletteModifier *> _listeners;
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SynchronisedList<PaletteModifier *> _listeners;
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int _field412;
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uint8 _redColour;
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@ -684,7 +684,7 @@ public:
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static LineSliceSet mergeSlices(const LineSliceSet &set1, const LineSliceSet &set2);
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};
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class SceneRegions: public List<Region> {
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class SceneRegions: public Common::List<Region> {
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public:
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void load(int sceneNum);
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@ -695,7 +695,7 @@ class SceneObjectList: public SavedObject {
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private:
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void checkIntersection(Common::Array<SceneObject *> &ObjList, uint ObjIndex, int PaneNum);
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List<SceneObject *> _objList;
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SynchronisedList<SceneObject *> _objList;
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bool _listAltered;
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public:
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SceneObjectList() { _listAltered = false; }
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@ -712,15 +712,15 @@ public:
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void recurse(EventHandlerFn Fn) {
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// Loop through each object
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_listAltered = false;
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for (List<SceneObject *>::iterator i = _objList.begin(); i != _objList.end() && !_listAltered; ) {
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for (SynchronisedList<SceneObject *>::iterator i = _objList.begin(); i != _objList.end() && !_listAltered; ) {
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SceneObject *o = *i;
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++i;
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Fn(o);
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}
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}
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List<SceneObject *>::iterator begin() { return _objList.begin(); }
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List<SceneObject *>::iterator end() { return _objList.end(); }
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bool contains(SceneObject *sceneObj) { return _objList.contains(sceneObj); }
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SynchronisedList<SceneObject *>::iterator begin() { return _objList.begin(); }
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SynchronisedList<SceneObject *>::iterator end() { return _objList.end(); }
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bool contains(SceneObject *sceneObj) { return tSage::contains(_objList, sceneObj); }
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void push_back(SceneObject *sceneObj) { _objList.push_back(sceneObj); }
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void push_front(SceneObject *sceneObj) { _objList.push_front(sceneObj); }
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void remove(SceneObject *sceneObj) {
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@ -729,7 +729,7 @@ public:
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}
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};
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class ScenePriorities: public List<Region> {
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class ScenePriorities: public Common::List<Region> {
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public:
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int _resNum;
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int _field14;
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@ -811,7 +811,7 @@ public:
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/*--------------------------------------------------------------------------*/
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class SceneItemList: public List<SceneItem *> {
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class SceneItemList: public SynchronisedList<SceneItem *> {
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public:
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void addItems(SceneItem *first, ...);
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};
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@ -873,7 +873,7 @@ public:
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void clear();
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void load(int sceneNum);
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int indexOf(const Common::Point &pt, List<int> *indexList = NULL);
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int indexOf(const Common::Point &pt, const Common::List<int> *indexList = NULL);
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WalkRegion &operator[](int idx) {
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assert((idx >= 1) && (idx <= (int)_regionList.size()));
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return _regionList[idx - 1];
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@ -934,7 +934,7 @@ public:
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class Game {
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private:
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List<GameHandler *> _handlers;
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SynchronisedList<GameHandler *> _handlers;
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static bool notLockedFn(GameHandler *g);
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void restart();
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@ -126,7 +126,7 @@ bool Debugger::Cmd_PriorityRegions(int argc, const char **argv) {
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// Lock the background surface for access
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Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
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List<Region>::iterator i = _globals->_sceneManager._scene->_priorities.begin();
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Common::List<Region>::iterator i = _globals->_sceneManager._scene->_priorities.begin();
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Common::String regionsDesc;
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for (; i != _globals->_sceneManager._scene->_priorities.end(); ++i, ++colour, ++count) {
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@ -383,7 +383,7 @@ void InventoryDialog::show(bool allFlag) {
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if (!allFlag) {
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// Determine how many items are in the player's inventory
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int itemCount = 0;
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List<InvObject *>::iterator i;
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SynchronisedList<InvObject *>::iterator i;
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for (i = _globals->_inventory._itemList.begin(); i != _globals->_inventory._itemList.end(); ++i) {
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if ((*i)->inInventory())
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++itemCount;
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@ -405,7 +405,7 @@ InventoryDialog::InventoryDialog(bool allFlag) {
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// Determine the maximum size of the image of any item in the player's inventory
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int imgWidth = 0, imgHeight = 0;
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List<InvObject *>::iterator i;
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SynchronisedList<InvObject *>::iterator i;
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for (i = _globals->_inventory._itemList.begin(); i != _globals->_inventory._itemList.end(); ++i) {
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InvObject *invObject = *i;
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if (allFlag || invObject->inInventory()) {
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@ -39,7 +39,7 @@ class Globals: public SavedObject {
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public:
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GfxSurface _screenSurface;
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GfxManager _gfxManagerInstance;
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List<GfxManager *> _gfxManagers;
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Common::List<GfxManager *> _gfxManagers;
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SceneHandler _sceneHandler;
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Game _game;
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EventsClass _events;
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@ -49,7 +49,7 @@ public:
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SceneItemList _sceneItems;
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SceneObjectList _sceneObjectsInstance;
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SceneObjectList *_sceneObjects;
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List<SceneObjectList *> _sceneObjects_queue;
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SynchronisedList<SceneObjectList *> _sceneObjects_queue;
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SceneText _sceneText;
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int _gfxFontNumber;
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GfxColours _gfxColours;
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@ -57,7 +57,7 @@ public:
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SoundManager _soundManager;
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Common::Point _dialogCentre;
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WalkRegions _walkRegions;
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List<EventHandler *> _sceneListeners;
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SynchronisedList<EventHandler *> _sceneListeners;
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bool _flags[256];
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Player _player;
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SoundHandler _soundHandler;
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@ -1018,7 +1018,7 @@ void GfxManager::setDefaults() {
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}
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void GfxManager::activate() {
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assert(!_globals->_gfxManagers.contains(this));
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assert(!contains(_globals->_gfxManagers, this));
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_globals->_gfxManagers.push_front(this);
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}
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@ -285,7 +285,7 @@ void SceneArea::wait() {
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g_system->delayMillis(10);
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}
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List<SceneItem *>::iterator ii;
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SynchronisedList<SceneItem *>::iterator ii;
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for (ii = _globals->_sceneItems.begin(); ii != _globals->_sceneItems.end(); ++ii) {
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SceneItem *sceneItem = *ii;
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if (sceneItem->contains(event.mousePos)) {
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@ -2714,7 +2714,7 @@ void Scene2200::Action3::signal() {
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_actionIndex = 8;
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setDelay(5);
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} else {
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for (List<SceneObject *>::iterator i = _globals->_sceneObjects->begin();
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for (SynchronisedList<SceneObject *>::iterator i = _globals->_sceneObjects->begin();
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i != _globals->_sceneObjects->end(); ++i) {
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(*i)->hide();
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}
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@ -2751,7 +2751,7 @@ void Scene2200::Action3::signal() {
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setDelay(5);
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break;
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case 7:
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for (List<SceneObject *>::iterator i = _globals->_sceneObjects->begin();
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for (SynchronisedList<SceneObject *>::iterator i = _globals->_sceneObjects->begin();
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i != _globals->_sceneObjects->end(); ++i)
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(*i)->show();
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@ -2239,7 +2239,7 @@ void Scene7700::signal() {
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void Scene7700::process(Event &event) {
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Scene::process(event);
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if (_globals->_sceneItems.contains(&_sceneItem10)) {
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if (contains<SceneItem *>(_globals->_sceneItems, &_sceneItem10)) {
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if (_gfxButton.process(event)) {
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_sceneItem10.remove();
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_sceneHotspot15.remove();
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@ -52,7 +52,7 @@ Saver::Saver() {
|
|||
Saver::~Saver() {
|
||||
// Internal validation that no saved object is still present
|
||||
int totalLost = 0;
|
||||
for (List<SavedObject *>::iterator i = _saver->_objList.begin(); i != _saver->_objList.end(); ++i) {
|
||||
for (SynchronisedList<SavedObject *>::iterator i = _saver->_objList.begin(); i != _saver->_objList.end(); ++i) {
|
||||
SavedObject *so = *i;
|
||||
if (so)
|
||||
++totalLost;
|
||||
|
@ -128,12 +128,12 @@ Common::Error Saver::save(int slot, const Common::String &saveName) {
|
|||
writeSavegameHeader(saveFile, header);
|
||||
|
||||
// Save out objects that need to come at the start of the savegame
|
||||
for (List<SaveListener *>::iterator i = _listeners.begin(); i != _listeners.end(); ++i) {
|
||||
for (SynchronisedList<SaveListener *>::iterator i = _listeners.begin(); i != _listeners.end(); ++i) {
|
||||
(*i)->listenerSynchronise(serialiser);
|
||||
}
|
||||
|
||||
// Save each registered SaveObject descendant object into the savegame file
|
||||
for (List<SavedObject *>::iterator i = _objList.begin(); i != _objList.end(); ++i) {
|
||||
for (SynchronisedList<SavedObject *>::iterator i = _objList.begin(); i != _objList.end(); ++i) {
|
||||
serialiser.validate((*i)->getClassName());
|
||||
(*i)->synchronise(serialiser);
|
||||
}
|
||||
|
@ -171,12 +171,12 @@ Common::Error Saver::restore(int slot) {
|
|||
delete header.thumbnail;
|
||||
|
||||
// Load in data for objects that need to come at the start of the savegame
|
||||
for (List<SaveListener *>::iterator i = _listeners.begin(); i != _listeners.end(); ++i) {
|
||||
for (Common::List<SaveListener *>::iterator i = _listeners.begin(); i != _listeners.end(); ++i) {
|
||||
(*i)->listenerSynchronise(serialiser);
|
||||
}
|
||||
|
||||
// Loop through each registered object to load in the data
|
||||
for (List<SavedObject *>::iterator i = _objList.begin(); i != _objList.end(); ++i) {
|
||||
for (SynchronisedList<SavedObject *>::iterator i = _objList.begin(); i != _objList.end(); ++i) {
|
||||
serialiser.validate((*i)->getClassName());
|
||||
(*i)->synchronise(serialiser);
|
||||
}
|
||||
|
@ -343,7 +343,7 @@ bool Saver::savegamesExist() const {
|
|||
*/
|
||||
int Saver::blockIndexOf(SavedObject *p) {
|
||||
int objIndex = 1;
|
||||
List<SavedObject *>::iterator iObj;
|
||||
SynchronisedList<SavedObject *>::iterator iObj;
|
||||
|
||||
for (iObj = _objList.begin(); iObj != _objList.end(); ++iObj, ++objIndex) {
|
||||
SavedObject *iObjP = *iObj;
|
||||
|
@ -364,7 +364,7 @@ void Saver::resolveLoadPointers() {
|
|||
|
||||
// Outer loop through the main object list
|
||||
int objIndex = 1;
|
||||
for (List<SavedObject *>::iterator iObj = _objList.begin(); iObj != _objList.end(); ++iObj, ++objIndex) {
|
||||
for (SynchronisedList<SavedObject *>::iterator iObj = _objList.begin(); iObj != _objList.end(); ++iObj, ++objIndex) {
|
||||
Common::List<SavedObjectRef>::iterator iPtr;
|
||||
|
||||
for (iPtr = _unresolvedPtrs.begin(); iPtr != _unresolvedPtrs.end(); ) {
|
||||
|
|
|
@ -103,63 +103,53 @@ public:
|
|||
* Derived list class with extra functionality
|
||||
*/
|
||||
template<typename T>
|
||||
class List: public Common::List<T> {
|
||||
class SynchronisedList : public Common::List<T> {
|
||||
public:
|
||||
bool contains(T v) {
|
||||
for (typename List<T>::iterator i = this->begin(); i != this->end(); ++i)
|
||||
if (*i == v)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
typedef void (*ForEachFn)(T fn);
|
||||
void forEach(ForEachFn Fn) {
|
||||
for (typename List<T>::iterator i = this->begin(); i != this->end(); ++i)
|
||||
Fn(*i);
|
||||
}
|
||||
|
||||
void clear2() {
|
||||
for (typename List<T>::iterator i = this->begin(); i != this->end(); ++i)
|
||||
delete *i;
|
||||
Common::List<T>::clear();
|
||||
}
|
||||
|
||||
void synchronise(Serialiser &s) {
|
||||
int entryCount;
|
||||
|
||||
if (s.isLoading()) {
|
||||
List<T>::clear();
|
||||
this->clear();
|
||||
s.syncAsUint32LE(entryCount);
|
||||
|
||||
for (int idx = 0; idx < entryCount; ++idx) {
|
||||
List<T>::push_back(static_cast<T>((T)NULL));
|
||||
T &obj = List<T>::back();
|
||||
this->push_back(static_cast<T>((T)NULL));
|
||||
T &obj = Common::List<T>::back();
|
||||
s.syncPointer((SavedObject **)&obj);
|
||||
}
|
||||
} else {
|
||||
// Get the list size
|
||||
entryCount = 0;
|
||||
typename List<T>::iterator i;
|
||||
for (i = List<T>::begin(); i != List<T>::end(); ++i, ++entryCount)
|
||||
;
|
||||
entryCount = this->size();
|
||||
|
||||
// Write out list
|
||||
s.syncAsUint32LE(entryCount);
|
||||
for (i = List<T>::begin(); i != List<T>::end(); ++i) {
|
||||
for (typename Common::List<T>::iterator i = this->begin(); i != this->end(); ++i) {
|
||||
s.syncPointer((SavedObject **)&*i);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Search whether an element is contained in a list.
|
||||
*
|
||||
* @param l List to search.
|
||||
* @param v Element to search for.
|
||||
* @return True in case the element is contained, false otherwise.
|
||||
*/
|
||||
template<typename T>
|
||||
inline bool contains(const Common::List<T> &l, const T &v) {
|
||||
return (Common::find(l.begin(), l.end(), v) != l.end());
|
||||
}
|
||||
|
||||
/**
|
||||
* Derived list class for holding function pointers
|
||||
*/
|
||||
template<typename T>
|
||||
class FunctionList: public List<void (*)(T)> {
|
||||
class FunctionList : public Common::List<void (*)(T)> {
|
||||
public:
|
||||
void notify(T v) {
|
||||
for (typename List<void (*)(T)>::iterator i = this->begin(); i != this->end(); ++i) {
|
||||
for (typename Common::List<void (*)(T)>::iterator i = this->begin(); i != this->end(); ++i) {
|
||||
(*i)(v);
|
||||
}
|
||||
}
|
||||
|
@ -180,10 +170,10 @@ typedef SavedObject *(*SavedObjectFactory)(const Common::String &className);
|
|||
|
||||
class Saver {
|
||||
private:
|
||||
List<SavedObject *> _objList;
|
||||
SynchronisedList<SavedObject *> _objList;
|
||||
FunctionList<bool> _saveNotifiers;
|
||||
FunctionList<bool> _loadNotifiers;
|
||||
List<SaveListener *> _listeners;
|
||||
Common::List<SaveListener *> _listeners;
|
||||
|
||||
Common::List<SavedObjectRef> _unresolvedPtrs;
|
||||
SavedObjectFactory _factoryPtr;
|
||||
|
|
|
@ -55,7 +55,7 @@ void SceneManager::checkScene() {
|
|||
_nextSceneNumber = -1;
|
||||
}
|
||||
|
||||
_globals->_sceneListeners.forEach(SceneHandler::dispatchObject);
|
||||
Common::for_each(_globals->_sceneListeners.begin(), _globals->_sceneListeners.end(), SceneHandler::dispatchObject);
|
||||
}
|
||||
|
||||
void SceneManager::sceneChange() {
|
||||
|
@ -64,7 +64,7 @@ void SceneManager::sceneChange() {
|
|||
_scene->remove();
|
||||
|
||||
// Clear the scene objects
|
||||
List<SceneObject *>::iterator io = _globals->_sceneObjects->begin();
|
||||
SynchronisedList<SceneObject *>::iterator io = _globals->_sceneObjects->begin();
|
||||
while (io != _globals->_sceneObjects->end()) {
|
||||
SceneObject *sceneObj = *io;
|
||||
++io;
|
||||
|
@ -80,7 +80,7 @@ void SceneManager::sceneChange() {
|
|||
}
|
||||
|
||||
// Clear the hotspot list
|
||||
List<SceneItem *>::iterator ii = _globals->_sceneItems.begin();
|
||||
SynchronisedList<SceneItem *>::iterator ii = _globals->_sceneItems.begin();
|
||||
while (ii != _globals->_sceneItems.end()) {
|
||||
SceneItem *sceneItem = *ii;
|
||||
++ii;
|
||||
|
@ -145,7 +145,7 @@ void SceneManager::changeScene(int newSceneNumber) {
|
|||
}
|
||||
|
||||
// Stop any objects that were animating
|
||||
List<SceneObject *>::iterator i;
|
||||
SynchronisedList<SceneObject *>::iterator i;
|
||||
for (i = _globals->_sceneObjects->begin(); i != _globals->_sceneObjects->end(); ++i) {
|
||||
SceneObject *sceneObj = *i;
|
||||
Common::Point pt(0, 0);
|
||||
|
@ -411,7 +411,7 @@ void Scene::drawAltObjects() {
|
|||
Common::Array<SceneObject *> objList;
|
||||
|
||||
// Initial loop to set the priority for entries in the list
|
||||
for (List<SceneObject *>::iterator i = _globals->_sceneManager._altSceneObjects.begin();
|
||||
for (SynchronisedList<SceneObject *>::iterator i = _globals->_sceneManager._altSceneObjects.begin();
|
||||
i != _globals->_sceneManager._altSceneObjects.end(); ++i) {
|
||||
SceneObject *obj = *i;
|
||||
objList.push_back(obj);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue