Mercurial > mm7
diff Indoor.cpp @ 1231:182b910c528d
Слияние
author | Ritor1 |
---|---|
date | Sun, 09 Jun 2013 10:18:51 +0600 |
parents | 513a7893aa29 96a81634669e |
children | 8eb865b584db |
line wrap: on
line diff
--- a/Indoor.cpp Sun Jun 09 10:16:10 2013 +0600 +++ b/Indoor.cpp Sun Jun 09 10:18:51 2013 +0600 @@ -51,7 +51,7 @@ struct DecorationList *pDecorationList; -LevelDecoration pLevelDecorations[3000]; +std::array<LevelDecoration, 3000> pLevelDecorations; size_t uNumLevelDecorations; LevelDecoration* activeLevelDecoration; @@ -63,7 +63,7 @@ BspRenderer_stru2 stru_F8A590; BspRenderer *pBspRenderer = new BspRenderer; // idb stru141 stru_721530; -stru352 stru_F83B80[480]; +std::array<stru352, 480> stru_F83B80; @@ -78,7 +78,7 @@ }; -const char *_4E6BDC_loc_names[11]= +std::array<const char *, 11> _4E6BDC_loc_names= { "mdt12.blv", "d18.blv", @@ -2684,7 +2684,7 @@ pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumLevelDecorations, pData, 4); - memcpy(pLevelDecorations, pData + 4, uNumLevelDecorations * sizeof(LevelDecoration)); + memcpy(pLevelDecorations.data(), pData + 4, uNumLevelDecorations * sizeof(LevelDecoration)); pData += 4 + uNumLevelDecorations * sizeof(LevelDecoration); for (uint i = 0; i < uNumLevelDecorations; ++i) @@ -2785,7 +2785,7 @@ if (dword_6BE364_game_settings_1 & 0x2000 ) _i = 29030400; bool _a = false; - if ( a3 - dlv.uLastRepawnDay >= _i && _stricmp(pCurrentMapName, "d29.dlv") ) + if ( a3 - dlv.uLastRepawnDay >= _i && _stricmp(pCurrentMapName.data(), "d29.dlv") ) _a = true; //v154 = 875; @@ -2879,21 +2879,21 @@ pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumActors, pData, 4); - memcpy(pActors, pData + 4, uNumActors * sizeof(Actor)); + memcpy(pActors.data(), pData + 4, uNumActors * sizeof(Actor)); pData += 4 + uNumActors * sizeof(Actor); pGameLoadingUI_ProgressBar->Progress(); pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumSpriteObjects, pData, 4); - memcpy(pSpriteObjects, pData + 4, uNumSpriteObjects * sizeof(SpriteObject)); + memcpy(pSpriteObjects.data(), pData + 4, uNumSpriteObjects * sizeof(SpriteObject)); pData += 4 + uNumSpriteObjects * sizeof(SpriteObject); pGameLoadingUI_ProgressBar->Progress(); for (uint i = 0; i < uNumSpriteObjects; ++i) { - auto pItem = pSpriteObjects + i; + auto pItem = &pSpriteObjects[i]; if (pItem->stru_24.uItemID && !(pItem->uAttributes & 0x0100)) { @@ -2912,7 +2912,7 @@ pGameLoadingUI_ProgressBar->Progress(); memcpy(&uNumChests, pData, 4); - memcpy(pChests, pData + 4, uNumChests * sizeof(Chest)); + memcpy(pChests.data(), pData + 4, uNumChests * sizeof(Chest)); pData += 4 + uNumChests * sizeof(Chest); pGameLoadingUI_ProgressBar->Progress(); @@ -4322,7 +4322,7 @@ bUnderwater = 1; pGame->uFlags2 |= 8u; } - if ( !_stricmp(pCurrentMapName, "out15.odm") || !_stricmp(pCurrentMapName, "d23.blv") ) + if ( !_stricmp(pCurrentMapName.data(), "out15.odm") || !_stricmp(pCurrentMapName.data(), "d23.blv") ) bNoNPCHiring = 1; pPaletteManager->pPalette_tintColor[0] = 0; pPaletteManager->pPalette_tintColor[1] = 0; @@ -4330,7 +4330,7 @@ pPaletteManager->RecalculateAll(); if ( qword_A750D8 ) qword_A750D8 = 0i64; - v2 = pMapStats->GetMapInfo(pCurrentMapName); + v2 = pMapStats->GetMapInfo(pCurrentMapName.data()); v39 = v2; if ( v2 ) { @@ -4349,7 +4349,7 @@ TryLoadLevelFromLOD(); pStationaryLightsStack->uNumLightsActive = 0; v4 = pIndoor->Load( - pCurrentMapName, + pCurrentMapName.data(), (unsigned int)(signed __int64)((double)pParty->uTimePlayed * 0.234375) / 60 / 60 / 24 + 1, v1, (char *)&pDest) @@ -4484,7 +4484,7 @@ for (uint i = 0; i < uNumLevelDecorations; ++i) { - auto pDecortaion = pLevelDecorations + i; + auto pDecortaion = &pLevelDecorations[i]; pDecorationList->InitializeDecorationSprite(pDecortaion->uDecorationDescID); @@ -4546,7 +4546,7 @@ for (uint i = 0; i < uNumSpriteObjects; ++i) { - auto p = pSpriteObjects + i; + auto p = &pSpriteObjects[i]; if (p->uObjectDescID) { auto uItemID = p->stru_24.uItemID; @@ -4563,7 +4563,7 @@ for (uint i = 0; i < uNumActors; ++i) //if ( (signed int)uNumActors > (signed int)v13 ) { - Actor *pActor = pActors + i; + Actor *pActor = &pActors[i]; //v26 = (char *)&pActors[0].uAttributes; //do //{