Cleanings. Mostly indent fixes.

This commit is contained in:
Giulio Camuffo 2011-03-21 17:18:04 +01:00
parent f1420f4704
commit cff70f9fad
15 changed files with 57 additions and 64 deletions

View file

@ -805,7 +805,7 @@ Costume *Actor::findCostume(const char *n) {
for (Common::List<CostumePtr>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) { for (Common::List<CostumePtr>::iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
if (strcasecmp((*i)->filename(), n) == 0) if (strcasecmp((*i)->filename(), n) == 0)
return *i; return *i;
} }
return NULL; return NULL;
} }
@ -857,7 +857,7 @@ void Actor::update() {
// _turning = false; // _turning = false;
} else { } else {
_pos += dir * walkAmt; _pos += dir * walkAmt;
} }
_walkedCur = true; _walkedCur = true;
} }

View file

@ -108,6 +108,11 @@ Bitmap::Bitmap(const char *data, int w, int h, const char *fname) : Object() {
g_driver->createBitmap(this); g_driver->createBitmap(this);
} }
Bitmap::Bitmap() :
Object() {
_data = NULL;
}
void Bitmap::draw() const { void Bitmap::draw() const {
if (_currImage == 0) if (_currImage == 0)
return; return;

View file

@ -37,7 +37,7 @@ public:
// Construct a bitmap from the given data. // Construct a bitmap from the given data.
Bitmap(const char *filename, const char *data, int len); Bitmap(const char *filename, const char *data, int len);
Bitmap(const char *data, int width, int height, const char *filename); Bitmap(const char *data, int width, int height, const char *filename);
Bitmap() : Object() { _data = 0; } Bitmap();
const char *filename() const { return _fname.c_str(); } const char *filename() const { return _fname.c_str(); }

View file

@ -589,9 +589,9 @@ public:
void setKey(int val); void setKey(int val);
void reset(); void reset();
~SoundComponent() { ~SoundComponent() {
// Stop the sound if it's in progress // Stop the sound if it's in progress
reset(); reset();
} }
private: private:
Common::String _soundName; Common::String _soundName;
@ -637,9 +637,9 @@ void SoundComponent::reset() {
} }
Costume::Costume(const char *fname, const char *data, int len, Costume *prevCost) : Costume::Costume(const char *fname, const char *data, int len, Costume *prevCost) :
Object() { Object() {
load(fname, data, len, prevCost); load(fname, data, len, prevCost);
} }
void Costume::load(const char *filename, const char *data, int len, Costume *prevCost) { void Costume::load(const char *filename, const char *data, int len, Costume *prevCost) {
@ -651,7 +651,7 @@ void Costume::load(const char *filename, const char *data, int len, Costume *pre
_headPitch = 0; _headPitch = 0;
_lastTime = 0; _lastTime = 0;
_headZ = 0; _headZ = 0;
_prevCostume = prevCost; _prevCostume = prevCost;
TextSplitter ts(data, len); TextSplitter ts(data, len);
@ -1113,7 +1113,7 @@ void Costume::moveHead() {
if (v.isZero()) { if (v.isZero()) {
return; return;
} }
// cout<<_lookAt.x()<<" "<<_lookAt.y()<<" "<<_lookAt.z()<<" "<<v.x()<<" "<<v.y()<<" "<<v.z()<<endl;
float magnitude = sqrt(v.x() * v.x() + v.y() * v.y()); float magnitude = sqrt(v.x() * v.x() + v.y() * v.y());
float a = v.x() / magnitude; float a = v.x() / magnitude;
float b = v.y() / magnitude; float b = v.y() / magnitude;

View file

@ -42,7 +42,7 @@ public:
Costume(const char *filename, const char *data, int len, Costume *prevCost); Costume(const char *filename, const char *data, int len, Costume *prevCost);
Costume() : Object() { _chores = 0; } Costume() : Object() { _chores = 0; }
void load(const char *filename, const char *data, int len, Costume *prevCost); void load(const char *filename, const char *data, int len, Costume *prevCost);
virtual ~Costume(); virtual ~Costume();
@ -110,8 +110,8 @@ private:
Component *loadComponent(tag32 tag, Component *parent, int parentID, const char *name, Component *prevComponent); Component *loadComponent(tag32 tag, Component *parent, int parentID, const char *name, Component *prevComponent);
void moveHead(); void moveHead();
Common::String _fname; Common::String _fname;
CostumePtr _prevCostume; CostumePtr _prevCostume;
int _numComponents; int _numComponents;
Component **_components; Component **_components;

View file

@ -177,9 +177,9 @@ public:
void setSelectedActor(Actor *a) { _selectedActor = a; } void setSelectedActor(Actor *a) { _selectedActor = a; }
Actor *selectedActor() { return _selectedActor; } Actor *selectedActor() { return _selectedActor; }
void killActors(); void killActors();
// Text Object Registration // Text Object Registration
typedef Common::HashMap<int, TextObject *> TextListType; typedef Common::HashMap<int, TextObject *> TextListType;
TextListType::const_iterator textsBegin() const { TextListType::const_iterator textsBegin() const {
return _textObjects.begin(); return _textObjects.begin();

View file

@ -44,11 +44,11 @@ public:
}; };
ObjectState(int setupID, ObjectState::Position pos, const char *bitmap, const char *zbitmap, bool visible); ObjectState(int setupID, ObjectState::Position pos, const char *bitmap, const char *zbitmap, bool visible);
ObjectState(); ObjectState();
~ObjectState(); ~ObjectState();
void saveState(SaveGame *savedState) const; void saveState(SaveGame *savedState) const;
bool restoreState(SaveGame *savedState); bool restoreState(SaveGame *savedState);
int setupID() const { return _setupID; } int setupID() const { return _setupID; }
Position pos() const { return _pos; } Position pos() const { return _pos; }

View file

@ -232,19 +232,19 @@ void SaveGame::writeByte(byte data) {
} }
void SaveGame::writeVector3d(const Graphics::Vector3d &vec) { void SaveGame::writeVector3d(const Graphics::Vector3d &vec) {
writeFloat(vec.x()); writeFloat(vec.x());
writeFloat(vec.y()); writeFloat(vec.y());
writeFloat(vec.z()); writeFloat(vec.z());
} }
void SaveGame::writeColor(const Grim::Color &color) { void SaveGame::writeColor(const Grim::Color &color) {
writeByte(color.red()); writeByte(color.red());
writeByte(color.green()); writeByte(color.green());
writeByte(color.blue()); writeByte(color.blue());
} }
void SaveGame::writeFloat(float data) { void SaveGame::writeFloat(float data) {
write(reinterpret_cast<void *>(&data), sizeof(float)); write(reinterpret_cast<void *>(&data), sizeof(float));
} }
void SaveGame::writeCharString(const char *string) { void SaveGame::writeCharString(const char *string) {
@ -258,25 +258,25 @@ void SaveGame::writeString(const Common::String &string) {
} }
Graphics::Vector3d SaveGame::readVector3d() { Graphics::Vector3d SaveGame::readVector3d() {
float x = readFloat(); float x = readFloat();
float y = readFloat(); float y = readFloat();
float z = readFloat(); float z = readFloat();
return Graphics::Vector3d(x, y, z); return Graphics::Vector3d(x, y, z);
} }
Grim::Color SaveGame::readColor() { Grim::Color SaveGame::readColor() {
Color color; Color color;
color.red() = readByte(); color.red() = readByte();
color.green() = readByte(); color.green() = readByte();
color.blue() = readByte(); color.blue() = readByte();
return color; return color;
} }
float SaveGame::readFloat() { float SaveGame::readFloat() {
float f; float f;
read(reinterpret_cast<void *>(&f), sizeof(float)); read(reinterpret_cast<void *>(&f), sizeof(float));
return f; return f;
} }
const char *SaveGame::readCharString() { const char *SaveGame::readCharString() {

View file

@ -57,12 +57,12 @@ public:
void writeCharString(const char *string); void writeCharString(const char *string);
void writeString(const Common::String &string); void writeString(const Common::String &string);
void writeVector3d(const Graphics::Vector3d &vec); void writeVector3d(const Graphics::Vector3d &vec);
void writeColor(const Grim::Color &color); void writeColor(const Grim::Color &color);
void writeFloat(float data); void writeFloat(float data);
Graphics::Vector3d readVector3d(); Graphics::Vector3d readVector3d();
Grim::Color readColor(); Grim::Color readColor();
float readFloat(); float readFloat();
const char *readCharString(); const char *readCharString();
Common::String readString(); Common::String readString();

View file

@ -107,9 +107,9 @@ Scene::Scene(const char *sceneName, const char *buf, int len) :
for (int i = 0; i < _numSectors; i++) { for (int i = 0; i < _numSectors; i++) {
_sectors[i] = new Sector(); _sectors[i] = new Sector();
_sectors[i]->load(ts); _sectors[i]->load(ts);
} }
++s_id; ++s_id;
_id = s_id; _id = s_id;
} }

View file

@ -41,7 +41,7 @@ public:
~Scene(); ~Scene();
void saveState(SaveGame *savedState) const; void saveState(SaveGame *savedState) const;
bool restoreState(SaveGame *savedState); bool restoreState(SaveGame *savedState);
int _minVolume; int _minVolume;
int _maxVolume; int _maxVolume;

View file

@ -75,8 +75,6 @@ TextObject::~TextObject() {
} }
void TextObject::saveState(SaveGame *state) const { void TextObject::saveState(SaveGame *state) const {
// state->writeLESint32(_created);
state->writeColor(_fgColor); state->writeColor(_fgColor);
state->writeLESint32(_x); state->writeLESint32(_x);
@ -96,8 +94,6 @@ void TextObject::saveState(SaveGame *state) const {
} }
bool TextObject::restoreState(SaveGame *state) { bool TextObject::restoreState(SaveGame *state) {
// _created = state->readLESint32();
_fgColor = state->readColor(); _fgColor = state->readColor();
_x = state->readLESint32(); _x = state->readLESint32();

View file

@ -85,8 +85,8 @@ public:
const char *name() const { return _textID; } const char *name() const { return _textID; }
void draw(); void draw();
void saveState(SaveGame *state) const; void saveState(SaveGame *state) const;
bool restoreState(SaveGame *state); bool restoreState(SaveGame *state);
enum Justify { enum Justify {
NONE, NONE,

View file

@ -39,10 +39,7 @@ void Sector::saveState(SaveGame *savedState) const {
savedState->writeLESint32(_visible); savedState->writeLESint32(_visible);
savedState->writeFloat(_height); savedState->writeFloat(_height);
const char *str = _name.c_str(); savedState->writeString(_name);
int32 size = strlen(str);
savedState->writeLESint32(size);
savedState->write(str, size);
for (int i = 0; i < _numVertices + 1; ++i) { for (int i = 0; i < _numVertices + 1; ++i) {
savedState->writeVector3d(_vertices[i]); savedState->writeVector3d(_vertices[i]);
@ -58,12 +55,7 @@ bool Sector::restoreState(SaveGame *savedState) {
_visible = savedState->readLESint32(); _visible = savedState->readLESint32();
_height = savedState->readFloat(); _height = savedState->readFloat();
int32 size = savedState->readLESint32(); _name = savedState->readString();
char *str = new char[size+1];
savedState->read(str, size);
str[size]='\0';
_name = str;
delete[] str;
_vertices = new Graphics::Vector3d[_numVertices + 1]; _vertices = new Graphics::Vector3d[_numVertices + 1];
for (int i = 0; i < _numVertices + 1; ++i) { for (int i = 0; i < _numVertices + 1; ++i) {

View file

@ -40,8 +40,8 @@ public:
Sector() : _vertices(NULL) {} Sector() : _vertices(NULL) {}
virtual ~Sector() { if (_vertices) delete[] _vertices; } virtual ~Sector() { if (_vertices) delete[] _vertices; }
void saveState(SaveGame *savedState) const; void saveState(SaveGame *savedState) const;
bool restoreState(SaveGame *savedState); bool restoreState(SaveGame *savedState);
void load(TextSplitter &ts); void load(TextSplitter &ts);