mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Some warning fixes.
This commit is contained in:
parent
3950cfa497
commit
0a9c46d88f
@ -209,7 +209,7 @@ CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
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}
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CStack * BattleInfo::getStack(int stackID)
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{
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for(int g=0; g<stacks.size(); ++g)
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for(unsigned int g=0; g<stacks.size(); ++g)
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{
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if(stacks[g]->ID == stackID)
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return stacks[g];
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@ -218,7 +218,7 @@ CStack * BattleInfo::getStack(int stackID)
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}
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CStack * BattleInfo::getStackT(int tileID)
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{
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for(int g=0; g<stacks.size(); ++g)
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for(unsigned int g=0; g<stacks.size(); ++g)
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{
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if(stacks[g]->position == tileID
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|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
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@ -235,7 +235,7 @@ CStack * BattleInfo::getStackT(int tileID)
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void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
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{
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memset(accessibility,1,BFIELD_SIZE); //initialize array with trues
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for(int g=0; g<stacks.size(); ++g)
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for(unsigned int g=0; g<stacks.size(); ++g)
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{
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if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
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continue;
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@ -250,10 +250,10 @@ void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
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}
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}
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//obstacles
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for(int b=0; b<obstacles.size(); ++b)
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for(unsigned int b=0; b<obstacles.size(); ++b)
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{
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std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
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for(int c=0; c<blocked.size(); ++c)
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for(unsigned int c=0; c<blocked.size(); ++c)
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{
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if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
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accessibility[blocked[c]] = false;
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@ -283,7 +283,7 @@ void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *d
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int curHex = hexq.front();
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std::vector<int> neighbours = neighbouringTiles(curHex);
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hexq.pop();
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for(int nr=0; nr<neighbours.size(); nr++)
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for(unsigned int nr=0; nr<neighbours.size(); nr++)
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{
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curNext = neighbours[nr];
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if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
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@ -321,7 +321,7 @@ std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
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}
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}
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for(int g=0; g<rem.size(); ++g)
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for(unsigned int g=0; g<rem.size(); ++g)
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{
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ac[rem[g]] = false;
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}
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@ -342,7 +342,7 @@ std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
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}
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}
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for(int g=0; g<rem.size(); ++g)
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for(unsigned int g=0; g<rem.size(); ++g)
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{
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ac[rem[g]] = false;
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}
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@ -360,7 +360,7 @@ std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
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bool BattleInfo::isStackBlocked(int ID)
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{
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CStack *our = getStack(ID);
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for(int i=0; i<stacks.size();i++)
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for(unsigned int i=0; i<stacks.size();i++)
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{
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if( !stacks[i]->alive()
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|| stacks[i]->owner==our->owner
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@ -478,7 +478,7 @@ ui32 CStack::Speed() const
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const CStack::StackEffect * CStack::getEffect(ui16 id) const
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{
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for (int i=0; i< effects.size(); i++)
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for (unsigned int i=0; i< effects.size(); i++)
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if(effects[i].id == id)
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return &effects[i];
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return NULL;
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@ -487,7 +487,7 @@ const CStack::StackEffect * CStack::getEffect(ui16 id) const
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ui8 CStack::howManyEffectsSet(ui16 id) const
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{
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ui8 ret = 0;
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for (int i=0; i< effects.size(); i++)
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for (unsigned int i=0; i< effects.size(); i++)
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if(effects[i].id == id) //effect found
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{
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++ret;
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@ -627,7 +627,7 @@ CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, con
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return NULL;
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}
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r = rand()%sum;
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for(int i=0; i<pool.size(); i++)
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for(unsigned int i=0; i<pool.size(); i++)
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{
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r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
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if(r<0)
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@ -744,7 +744,7 @@ std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
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CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->info);
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if (info->asCastle)
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{
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for(int i=0;i<map->objects.size();i++)
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for(unsigned int i=0;i<map->objects.size();i++)
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{
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if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
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{
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@ -770,7 +770,7 @@ std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
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}
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int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
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int cid = VLC->townh->towns[faction].basicCreatures[level];
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for(int i=0;i<VLC->objh->cregens.size();i++)
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for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
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if(VLC->objh->cregens[i]==cid)
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return std::pair<int,int>(17,i);
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tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
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@ -782,7 +782,7 @@ std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
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CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->info);
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if (info->asCastle)
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{
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for(int i=0;i<map->objects.size();i++)
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for(unsigned int i=0;i<map->objects.size();i++)
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{
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if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
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{
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@ -807,7 +807,7 @@ std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
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}
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}
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int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
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for(int i=0;i<VLC->objh->cregens.size();i++)
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for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
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if(VLC->objh->cregens[i]==cid)
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return std::pair<int,int>(17,i);
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tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
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@ -818,7 +818,7 @@ std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
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CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);
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int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
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int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
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for(int i=0;i<VLC->objh->cregens.size();i++)
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for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
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if(VLC->objh->cregens[i]==cid)
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return std::pair<int,int>(17,i);
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tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
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@ -936,7 +936,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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this->map = map;
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loadTownDInfos();
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//picking random factions for players
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for(int i=0;i<scenarioOps->playerInfos.size();i++)
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for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
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{
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if(scenarioOps->playerInfos[i].castle==-1)
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{
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@ -949,7 +949,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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}
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}
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//randomizing objects
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for(int no=0; no<map->objects.size(); ++no)
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for(unsigned int no=0; no<map->objects.size(); ++no)
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{
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randomizeObject(map->objects[no]);
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if(map->objects[no]->ID==26)
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@ -968,7 +968,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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int3 hpos = map->players[i].posOfMainTown;
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hpos.x+=1;// hpos.y+=1;
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int j;
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for(j=0; j<scenarioOps->playerInfos.size(); j++)
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for(unsigned j=0; j<scenarioOps->playerInfos.size(); j++)
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if(scenarioOps->playerInfos[j].color == i)
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break;
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if(j == scenarioOps->playerInfos.size())
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@ -977,7 +977,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
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nnn->id = map->objects.size();
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hpos = map->players[i].posOfMainTown;hpos.x+=2;
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for(int o=0;o<map->towns.size();o++) //find main town
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for(unsigned int o=0;o<map->towns.size();o++) //find main town
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{
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if(map->towns[o]->pos == hpos)
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{
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@ -995,7 +995,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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}
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/*********creating players entries in gs****************************************/
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for (int i=0; i<scenarioOps->playerInfos.size();i++)
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for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
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{
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std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
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ins.second.color=ins.first;
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@ -1040,10 +1040,10 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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/*************************HEROES************************************************/
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std::set<int> hids;
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for(int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
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for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
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if(map->allowedHeroes[i])
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hids.insert(i);
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for (int i=0; i<map->heroes.size();i++) //heroes instances initialization
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for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
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{
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if (map->heroes[i]->getOwner()<0)
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{
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@ -1055,7 +1055,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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players.find(vhi->getOwner())->second.heroes.push_back(vhi);
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hids.erase(vhi->subID);
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}
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for(int i=0; i<map->predefinedHeroes.size(); i++)
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for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
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{
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if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
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continue;
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@ -1071,7 +1071,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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hpool.heroesPool[hid] = vhi;
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hpool.pavailable[hid] = 0xff;
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}
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for(int i=0; i<map->disposedHeroes.size(); i++)
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for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
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{
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hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
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}
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@ -1167,7 +1167,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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}
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}
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/****************************TOWNS************************************************/
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for (int i=0;i<map->towns.size();i++)
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for (unsigned int i=0;i<map->towns.size();i++)
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{
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CGTownInstance * vti =(map->towns[i]);
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if(!vti->town)
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@ -1189,7 +1189,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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//init spells
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vti->spells.resize(SPELL_LEVELS);
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CSpell *s;
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for(int z=0; z<vti->obligatorySpells.size();z++)
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for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
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{
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s = &VLC->spellh->spells[vti->obligatorySpells[z]];
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vti->spells[s->level-1].push_back(s->id);
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@ -1198,10 +1198,10 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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while(vti->possibleSpells.size())
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{
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ui32 total=0, sel=-1;
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for(int ps=0;ps<vti->possibleSpells.size();ps++)
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for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
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total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
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int r = (total)? ran()%total : -1;
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for(int ps=0; ps<vti->possibleSpells.size();ps++)
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for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
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{
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r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
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if(r<0)
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@ -1270,12 +1270,12 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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}
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}
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for(int i=0; i<map->defy.size(); i++)
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for(unsigned int i=0; i<map->defy.size(); i++)
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{
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map->defy[i]->serial = i;
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}
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for(int i=0; i<map->objects.size(); i++)
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for(unsigned int i=0; i<map->objects.size(); i++)
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{
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map->objects[i]->initObj();
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if(map->objects[i]->ID == 62) //prison also needs to initialize hero
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@ -1292,7 +1292,7 @@ int CGameState::battleGetStack(int pos)
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{
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if(!curB)
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return -1;
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for(int g=0; g<curB->stacks.size(); ++g)
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for(unsigned int g=0; g<curB->stacks.size(); ++g)
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{
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if((curB->stacks[g]->position == pos
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|| (curB->stacks[g]->creature->isDoubleWide()
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@ -1411,7 +1411,7 @@ float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
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boost::shared_lock<boost::shared_mutex> lock(*mx);
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if(mode) return -1; //todo - support other modes
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int mcount = 0;
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for(int i=0;i<getPlayer(player)->towns.size();i++)
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for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)
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if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
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mcount++;
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float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
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@ -1553,7 +1553,7 @@ int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
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if(ID == 13) //capitol
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{
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for(int in = 0; in < map->towns.size(); in++)
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for(unsigned int in = 0; in < map->towns.size(); in++)
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{
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if(map->towns[in]->tempOwner==t->tempOwner && vstd::contains(map->towns[in]->builtBuildings,13))
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{
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@ -1665,7 +1665,7 @@ CPath * CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero)
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//add accessible neighbouring nodes to the queue
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getNeighbours(cp.coord,neighbours,blockLandSea);
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for(int i=0; i < neighbours.size(); i++)
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for(unsigned int i=0; i < neighbours.size(); i++)
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{
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CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
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if(dp.accesible)
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@ -1701,7 +1701,7 @@ CPath * CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero)
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bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
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{
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const TerrainTile * pom = &map->getTile(dst);
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for(int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
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for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
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{
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if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
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continue;
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@ -1803,7 +1803,7 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
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break;
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}
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}
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for(int g=0; g<affectedIds.size(); ++g)
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for(unsigned int g=0; g<affectedIds.size(); ++g)
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{
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if(defender->creature->idNumber == affectedIds[g])
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{
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@ -1936,7 +1936,7 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
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void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties )
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{
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for(int i=0; i<stacks.size();i++)//setting casualties
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for(unsigned int i=0; i<stacks.size();i++)//setting casualties
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{
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if(!stacks[i]->alive())
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{
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@ -1952,7 +1952,7 @@ void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualtie
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CStack * BattleInfo::getNextStack()
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{
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CStack *current = getStack(activeStack);
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for (int i = 0; i < stacks.size(); i++) //find fastest not moved/waited stack (stacks vector is sorted by speed)
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for (unsigned int i = 0; i < stacks.size(); i++) //find fastest not moved/waited stack (stacks vector is sorted by speed)
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{
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if(stacks[i]->willMove() && !vstd::contains(stacks[i]->state,WAITING))
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return stacks[i];
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@ -1970,17 +1970,17 @@ std::vector<CStack> BattleInfo::getStackQueue()
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std::vector<CStack> ret;
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std::vector<int> taken; //if non-zero value, corresponding stack has been placed in ret
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taken.resize(stacks.size());
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for(int g=0; g<taken.size(); ++g)
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for(unsigned int g=0; g<taken.size(); ++g)
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{
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taken[g] = 0;
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}
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for(int moved=0; moved<2; ++moved) //in first cycle we add stacks that can act in current turn, in second one the rest of them
|
||||
{
|
||||
for(int gc=0; gc<stacks.size(); ++gc)
|
||||
for(unsigned int gc=0; gc<stacks.size(); ++gc)
|
||||
{
|
||||
int id = -1, speed = -1;
|
||||
for(int i=0; i<stacks.size(); ++i) //find not waited stacks only
|
||||
for(unsigned int i=0; i<stacks.size(); ++i) //find not waited stacks only
|
||||
{
|
||||
if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
|
||||
&& stacks[i]->alive()
|
||||
@ -2004,7 +2004,7 @@ std::vector<CStack> BattleInfo::getStackQueue()
|
||||
else //choose something from not moved stacks
|
||||
{
|
||||
int id = -1, speed = 10000; //infinite speed
|
||||
for(int i=0; i<stacks.size(); ++i) //find waited stacks only
|
||||
for(unsigned int i=0; i<stacks.size(); ++i) //find waited stacks only
|
||||
{
|
||||
if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
|
||||
&& stacks[i]->alive()
|
||||
@ -2043,7 +2043,7 @@ void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
|
||||
{
|
||||
if (mode==0)
|
||||
{
|
||||
for (int i=0;i<nodes.size();i++)
|
||||
for (unsigned int i=0;i<nodes.size();i++)
|
||||
{
|
||||
nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
|
||||
}
|
||||
|
@ -569,7 +569,7 @@ public:
|
||||
ui32 length;
|
||||
*this >> length;
|
||||
T1 t;
|
||||
for(int i=0;i<length;i++)
|
||||
for(ui32 i=0;i<length;i++)
|
||||
{
|
||||
*this >> t;
|
||||
*this >> data[t];
|
||||
|
Loading…
Reference in New Issue
Block a user