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

@ -41,8 +41,8 @@
<PRE>
/* Initializes the cubes and adds them to the object list. */
#include &ltstdlib.h&gt
#include &ltmath.h&gt
#include &lt;stdlib.h&gt;
#include &lt;math.h&gt;
#include &ldquo;polygon.h&rdquo;
#define ROT_6 (M_PI / 30.0) /* rotate 6 degrees at a time */
@ -99,64 +99,64 @@ void InitializeCubes()
int i, j, k;
PObject *WorkingCube;
for (i=0; i&ltNUM_CUBES; i++) {
for (i=0; i&lt;NUM_CUBES; i++) {
if ((WorkingCube = malloc(sizeof(PObject))) == NULL) {
printf(&ldquo;Couldn't get memory\n&rdquo;); exit(1); }
WorkingCube-&gtDrawFunc = DrawPObject;
WorkingCube-&gtRecalcFunc = XformAndProjectPObject;
WorkingCube-&gtMoveFunc = RotateAndMovePObject;
WorkingCube-&gtRecalcXform = 1;
for (k=0; k&lt2; k++) {
WorkingCube-&gtEraseRect[k].Left =
WorkingCube-&gtEraseRect[k].Top = 0x7FFF;
WorkingCube-&gtEraseRect[k].Right = 0;
WorkingCube-&gtEraseRect[k].Bottom = 0;
WorkingCube-&gt;DrawFunc = DrawPObject;
WorkingCube-&gt;RecalcFunc = XformAndProjectPObject;
WorkingCube-&gt;MoveFunc = RotateAndMovePObject;
WorkingCube-&gt;RecalcXform = 1;
for (k=0; k&lt;2; k++) {
WorkingCube-&gt;EraseRect[k].Left =
WorkingCube-&gt;EraseRect[k].Top = 0x7FFF;
WorkingCube-&gt;EraseRect[k].Right = 0;
WorkingCube-&gt;EraseRect[k].Bottom = 0;
}
WorkingCube-&gtRDelayCount = InitRDelayCounts[i];
WorkingCube-&gtRDelayCountBase = BaseRDelayCounts[i];
WorkingCube-&gtMDelayCount = InitMDelayCounts[i];
WorkingCube-&gtMDelayCountBase = BaseMDelayCounts[i];
/* Set the object-&gtworld xform to none */
for (j=0; j&lt3; j++)
for (k=0; k&lt4; k++)
WorkingCube-&gtXformToWorld[j][k] = INT_TO_FIXED(0);
WorkingCube-&gtXformToWorld[0][0] =
WorkingCube-&gtXformToWorld[1][1] =
WorkingCube-&gtXformToWorld[2][2] =
WorkingCube-&gtXformToWorld[3][3] = INT_TO_FIXED(1);
WorkingCube-&gt;RDelayCount = InitRDelayCounts[i];
WorkingCube-&gt;RDelayCountBase = BaseRDelayCounts[i];
WorkingCube-&gt;MDelayCount = InitMDelayCounts[i];
WorkingCube-&gt;MDelayCountBase = BaseMDelayCounts[i];
/* Set the object-&gt;world xform to none */
for (j=0; j&lt;3; j++)
for (k=0; k&lt;4; k++)
WorkingCube-&gt;XformToWorld[j][k] = INT_TO_FIXED(0);
WorkingCube-&gt;XformToWorld[0][0] =
WorkingCube-&gt;XformToWorld[1][1] =
WorkingCube-&gt;XformToWorld[2][2] =
WorkingCube-&gt;XformToWorld[3][3] = INT_TO_FIXED(1);
/* Set the initial location */
for (j=0; j&lt3; j++) WorkingCube-&gtXformToWorld[j][3] =
for (j=0; j&lt;3; j++) WorkingCube-&gt;XformToWorld[j][3] =
INT_TO_FIXED(CubeStartCoords[i][j]);
WorkingCube-&gtNumVerts = NUM_CUBE_VERTS;
WorkingCube-&gtVertexList = CubeVerts;
WorkingCube-&gtNumFaces = NUM_CUBE_FACES;
WorkingCube-&gtRotate = InitialRotate[i];
WorkingCube-&gtMove.MoveX = INT_TO_FIXED(InitialMove[i].MoveX);
WorkingCube-&gtMove.MoveY = INT_TO_FIXED(InitialMove[i].MoveY);
WorkingCube-&gtMove.MoveZ = INT_TO_FIXED(InitialMove[i].MoveZ);
WorkingCube-&gtMove.MinX = INT_TO_FIXED(InitialMove[i].MinX);
WorkingCube-&gtMove.MinY = INT_TO_FIXED(InitialMove[i].MinY);
WorkingCube-&gtMove.MinZ = INT_TO_FIXED(InitialMove[i].MinZ);
WorkingCube-&gtMove.MaxX = INT_TO_FIXED(InitialMove[i].MaxX);
WorkingCube-&gtMove.MaxY = INT_TO_FIXED(InitialMove[i].MaxY);
WorkingCube-&gtMove.MaxZ = INT_TO_FIXED(InitialMove[i].MaxZ);
if ((WorkingCube-&gtXformedVertexList =
WorkingCube-&gt;NumVerts = NUM_CUBE_VERTS;
WorkingCube-&gt;VertexList = CubeVerts;
WorkingCube-&gt;NumFaces = NUM_CUBE_FACES;
WorkingCube-&gt;Rotate = InitialRotate[i];
WorkingCube-&gt;Move.MoveX = INT_TO_FIXED(InitialMove[i].MoveX);
WorkingCube-&gt;Move.MoveY = INT_TO_FIXED(InitialMove[i].MoveY);
WorkingCube-&gt;Move.MoveZ = INT_TO_FIXED(InitialMove[i].MoveZ);
WorkingCube-&gt;Move.MinX = INT_TO_FIXED(InitialMove[i].MinX);
WorkingCube-&gt;Move.MinY = INT_TO_FIXED(InitialMove[i].MinY);
WorkingCube-&gt;Move.MinZ = INT_TO_FIXED(InitialMove[i].MinZ);
WorkingCube-&gt;Move.MaxX = INT_TO_FIXED(InitialMove[i].MaxX);
WorkingCube-&gt;Move.MaxY = INT_TO_FIXED(InitialMove[i].MaxY);
WorkingCube-&gt;Move.MaxZ = INT_TO_FIXED(InitialMove[i].MaxZ);
if ((WorkingCube-&gt;XformedVertexList =
malloc(NUM_CUBE_VERTS*sizeof(Point3))) == NULL) {
printf(&ldquo;Couldn't get memory\n&rdquo;); exit(1); }
if ((WorkingCube-&gtProjectedVertexList =
if ((WorkingCube-&gt;ProjectedVertexList =
malloc(NUM_CUBE_VERTS*sizeof(Point3))) == NULL) {
printf(&ldquo;Couldn't get memory\n&rdquo;); exit(1); }
if ((WorkingCube-&gtScreenVertexList =
if ((WorkingCube-&gt;ScreenVertexList =
malloc(NUM_CUBE_VERTS*sizeof(Point))) == NULL) {
printf(&ldquo;Couldn't get memory\n&rdquo;); exit(1); }
if ((WorkingCube-&gtFaceList =
if ((WorkingCube-&gt;FaceList =
malloc(NUM_CUBE_FACES*sizeof(Face))) == NULL) {
printf(&ldquo;Couldn't get memory\n&rdquo;); exit(1); }
/* Initialize the faces */
for (j=0; j&ltNUM_CUBE_FACES; j++) {
WorkingCube-&gtFaceList[j].VertNums = VertNumList[j];
WorkingCube-&gtFaceList[j].NumVerts = VertsInFace[j];
WorkingCube-&gtFaceList[j].Color = Colors[i][j];
for (j=0; j&lt;NUM_CUBE_FACES; j++) {
WorkingCube-&gt;FaceList[j].VertNums = VertNumList[j];
WorkingCube-&gt;FaceList[j].NumVerts = VertsInFace[j];
WorkingCube-&gt;FaceList[j].Color = Colors[i][j];
}
ObjectList[NumObjects++] = (Object *)WorkingCube;
}