Change HTML4 entities to HTML5

&lt to <
&gt to >
&amp to &
This commit is contained in:
James Gregory 2013-12-30 14:33:39 +11:00
commit b8e7ce7165
105 changed files with 1117 additions and 1117 deletions

View file

@ -46,26 +46,26 @@
void RotateAndMovePObject(PObject * ObjectToMove)
{
if (--ObjectToMove-&gtRDelayCount == 0) { /* rotate */
ObjectToMove-&gtRDelayCount = ObjectToMove-&gtRDelayCountBase;
if (ObjectToMove-&gtRotate.RotateX != 0.0)
AppendRotationX(ObjectToMove-&gtXformToWorld,
ObjectToMove-&gtRotate.RotateX);
if (ObjectToMove-&gtRotate.RotateY != 0.0)
AppendRotationY(ObjectToMove-&gtXformToWorld,
ObjectToMove-&gtRotate.RotateY);
if (ObjectToMove-&gtRotate.RotateZ != 0.0)
AppendRotationZ(ObjectToMove-&gtXformToWorld,
ObjectToMove-&gtRotate.RotateZ);
ObjectToMove-&gtRecalcXform = 1;
if (--ObjectToMove->RDelayCount == 0) { /* rotate */
ObjectToMove->RDelayCount = ObjectToMove->RDelayCountBase;
if (ObjectToMove->Rotate.RotateX != 0.0)
AppendRotationX(ObjectToMove->XformToWorld,
ObjectToMove->Rotate.RotateX);
if (ObjectToMove->Rotate.RotateY != 0.0)
AppendRotationY(ObjectToMove->XformToWorld,
ObjectToMove->Rotate.RotateY);
if (ObjectToMove->Rotate.RotateZ != 0.0)
AppendRotationZ(ObjectToMove->XformToWorld,
ObjectToMove->Rotate.RotateZ);
ObjectToMove->RecalcXform = 1;
}
/* Move in Z, checking for bouncing and stopping */
if (--ObjectToMove-&gtMDelayCount == 0) {
ObjectToMove-&gtMDelayCount = ObjectToMove-&gtMDelayCountBase;
ObjectToMove-&gtXformToWorld[2][3] += ObjectToMove-&gtMove.MoveZ;
if (ObjectToMove-&gtXformToWorld[2][3]&gtObjectToMove-&gtMove.MaxZ)
ObjectToMove-&gtMove.MoveZ = 0; /* stop if close enough */
ObjectToMove-&gtRecalcXform = 1;
if (--ObjectToMove->MDelayCount == 0) {
ObjectToMove->MDelayCount = ObjectToMove->MDelayCountBase;
ObjectToMove->XformToWorld[2][3] += ObjectToMove->Move.MoveZ;
if (ObjectToMove->XformToWorld[2][3]>ObjectToMove->Move.MaxZ)
ObjectToMove->Move.MoveZ = 0; /* stop if close enough */
ObjectToMove->RecalcXform = 1;
}
}
</PRE>
@ -81,19 +81,19 @@ void RotateAndMovePObject(PObject * ObjectToMove)
void DrawPObject(PObject * ObjectToXform)
{
int i, j, NumFaces = ObjectToXform-&gtNumFaces, NumVertices;
int i, j, NumFaces = ObjectToXform-&gt;NumFaces, NumVertices;
int * VertNumsPtr;
Face * FacePtr = ObjectToXform-&gtFaceList;
Point * ScreenPoints = ObjectToXform-&gtScreenVertexList;
Face * FacePtr = ObjectToXform-&gt;FaceList;
Point * ScreenPoints = ObjectToXform-&gt;ScreenVertexList;
long v1, v2, w1, w2;
Point Vertices[MAX_POLY_LENGTH];
PointListHeader Polygon;
/* Draw each visible face (polygon) of the object in turn */
for (i=0; i&ltNumFaces; i++, FacePtr++) {
NumVertices = FacePtr-&gtNumVerts;
for (i=0; i&lt;NumFaces; i++, FacePtr++) {
NumVertices = FacePtr-&gt;NumVerts;
/* Copy over the face's vertices from the vertex list */
for (j=0, VertNumsPtr=FacePtr-&gtVertNums; j&ltNumVertices; j++)
for (j=0, VertNumsPtr=FacePtr-&gt;VertNums; j&lt;NumVertices; j++)
Vertices[j] = ScreenPoints[*VertNumsPtr++];
/* Draw only if outside face showing (if the normal to the
polygon points toward viewer; that is, has a positive Z component) */
@ -101,40 +101,40 @@ void DrawPObject(PObject * ObjectToXform)
w1 = Vertices[NumVertices-1].X - Vertices[0].X;
v2 = Vertices[1].Y - Vertices[0].Y;
w2 = Vertices[NumVertices-1].Y - Vertices[0].Y;
if ((v1*w2 - v2*w1) &gt 0) {
if ((v1*w2 - v2*w1) &gt; 0) {
/* It is facing the screen, so draw */
/* Appropriately adjust the extent of the rectangle used to
erase this object later */
for (j=0; j&ltNumVertices; j++) {
if (Vertices[j].X &gt
ObjectToXform-&gtEraseRect[NonDisplayedPage].Right)
if (Vertices[j].X &lt SCREEN_WIDTH)
ObjectToXform-&gtEraseRect[NonDisplayedPage].Right =
for (j=0; j&lt;NumVertices; j++) {
if (Vertices[j].X &gt;
ObjectToXform-&gt;EraseRect[NonDisplayedPage].Right)
if (Vertices[j].X &lt; SCREEN_WIDTH)
ObjectToXform-&gt;EraseRect[NonDisplayedPage].Right =
Vertices[j].X;
else ObjectToXform-&gtEraseRect[NonDisplayedPage].Right =
else ObjectToXform-&gt;EraseRect[NonDisplayedPage].Right =
SCREEN_WIDTH;
if (Vertices[j].Y &gt
ObjectToXform-&gtEraseRect[NonDisplayedPage].Bottom)
if (Vertices[j].Y &lt SCREEN_HEIGHT)
ObjectToXform-&gtEraseRect[NonDisplayedPage].Bottom =
if (Vertices[j].Y &gt;
ObjectToXform-&gt;EraseRect[NonDisplayedPage].Bottom)
if (Vertices[j].Y &lt; SCREEN_HEIGHT)
ObjectToXform-&gt;EraseRect[NonDisplayedPage].Bottom =
Vertices[j].Y;
else ObjectToXform-&gtEraseRect[NonDisplayedPage].Bottom=
else ObjectToXform-&gt;EraseRect[NonDisplayedPage].Bottom=
SCREEN_HEIGHT;
if (Vertices[j].X &lt
ObjectToXform-&gtEraseRect[NonDisplayedPage].Left)
if (Vertices[j].X &gt 0)
ObjectToXform-&gtEraseRect[NonDisplayedPage].Left =
if (Vertices[j].X &lt;
ObjectToXform-&gt;EraseRect[NonDisplayedPage].Left)
if (Vertices[j].X &gt; 0)
ObjectToXform-&gt;EraseRect[NonDisplayedPage].Left =
Vertices[j].X;
else ObjectToXform-&gtEraseRect[NonDisplayedPage].Left=0;
if (Vertices[j].Y &lt
ObjectToXform-&gtEraseRect[NonDisplayedPage].Top)
if (Vertices[j].Y &gt 0)
ObjectToXform-&gtEraseRect[NonDisplayedPage].Top =
else ObjectToXform-&gt;EraseRect[NonDisplayedPage].Left=0;
if (Vertices[j].Y &lt;
ObjectToXform-&gt;EraseRect[NonDisplayedPage].Top)
if (Vertices[j].Y &gt; 0)
ObjectToXform-&gt;EraseRect[NonDisplayedPage].Top =
Vertices[j].Y;
else ObjectToXform-&gtEraseRect[NonDisplayedPage].Top=0;
else ObjectToXform-&gt;EraseRect[NonDisplayedPage].Top=0;
}
/* Draw the polygon */
DRAW_POLYGON(Vertices, NumVertices, FacePtr-&gtColor, 0, 0);
DRAW_POLYGON(Vertices, NumVertices, FacePtr-&gt;Color, 0, 0);
}
}
}