ZVISION: Optimize integer type usages

The general thought is int is faster than int16 or byte. So if you can afford the
space, use it over int16 or byte. Also, only use int32 when you specifically need
the 32 bits.
This commit is contained in:
richiesams 2013-07-30 14:25:31 -05:00
parent 89d8496dba
commit f1135292d0
20 changed files with 69 additions and 69 deletions

View file

@ -60,7 +60,7 @@ void ScriptManager::createReferenceTable() {
}
}
void ScriptManager::updateNodes(uint32 deltaTimeMillis) {
void ScriptManager::updateNodes(uint deltaTimeMillis) {
// If process() returns true, it means the node can be deleted
for (Common::List<ActionNode *>::iterator iter = _activeNodes.begin(); iter != _activeNodes.end();) {
if ((*iter)->process(_engine, deltaTimeMillis)) {
@ -82,7 +82,7 @@ void ScriptManager::checkPuzzleCriteria() {
bool criteriaMet = false;
for (Common::List<Puzzle::Criteria>::iterator iter = puzzle->criteriaList.begin(); iter != puzzle->criteriaList.end(); iter++) {
// Get the value to compare against
byte argumentValue;
uint argumentValue;
if ((*iter).argument)
argumentValue = getStateValue(iter->argument);
else
@ -119,16 +119,16 @@ void ScriptManager::checkPuzzleCriteria() {
}
}
byte ScriptManager::getStateValue(uint32 key) {
uint ScriptManager::getStateValue(uint32 key) {
return _globalState[key];
}
// TODO: Add logic to check _referenceTable and add to _puzzlesToCheck if necessary
void ScriptManager::setStateValue(uint32 key, byte value) {
void ScriptManager::setStateValue(uint32 key, uint value) {
_globalState[key] = value;
}
void ScriptManager::addToStateValue(uint32 key, byte valueToAdd) {
void ScriptManager::addToStateValue(uint32 key, uint valueToAdd) {
_globalState[key] += valueToAdd;
}
@ -136,7 +136,7 @@ void ScriptManager::addActionNode(ActionNode *node) {
_activeNodes.push_back(node);
}
void ScriptManager::changeLocation(char world, char room, char node, char view, uint16 x) {
void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 x) {
// Clear all the containers
_referenceTable.clear();
_puzzlesToCheck.clear();