mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
A few bug fixes and arious warning fixes: unused code/variables, out of order initializations, ...
This commit is contained in:
parent
1406f89093
commit
dbe38a7062
@ -429,7 +429,7 @@ void CMinimap::show( SDL_Surface * to )
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}
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CTerrainRect::CTerrainRect()
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:currentPath(NULL), curHoveredTile(-1,-1,-1)
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:curHoveredTile(-1,-1,-1), currentPath(NULL)
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{
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tilesw=(ADVOPT.advmapW+31)/32;
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tilesh=(ADVOPT.advmapH+31)/32;
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@ -136,7 +136,7 @@ void CDummyAnim::endAnim()
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delete this;
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}
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CDummyAnim::CDummyAnim(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), howMany(howManyFrames), counter(0)
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CDummyAnim::CDummyAnim(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
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{
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}
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@ -441,7 +441,7 @@ void CReverseAnim::endAnim()
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}
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CReverseAnim::CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority)
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: CBattleStackAnimation(_owner, stack), partOfAnim(1), hex(dest), secondPartSetup(false), priority(_priority)
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: CBattleStackAnimation(_owner, stack), partOfAnim(1), secondPartSetup(false), hex(dest), priority(_priority)
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{
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}
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@ -514,8 +514,6 @@ bool CDefenceAnim::init()
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}
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//initializing
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int maxLen = 0;
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if(killed)
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{
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CGI->soundh->playSound(battle_sound(attacked->type, killed));
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@ -1095,10 +1093,11 @@ void CBattleInterface::addNewAnim(CBattleAnimation * anim)
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}
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CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
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: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), stackToActivate(-1),
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mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
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spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0),
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moveStarted(false), moveSh(-1), siegeH(NULL), bresult(NULL), queue(NULL), attackerInt(att), defenderInt(defen), curInt(att)
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: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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activeStack(-1), stackToActivate(-1), mouseHoveredStack(-1), previouslyHoveredHex(-1),
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currentlyHoveredHex(-1), spellDestSelectMode(false), spellToCast(NULL), siegeH(NULL),
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attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), givenCommand(NULL),
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myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
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{
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ObjectConstruction h__l__p(this);
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@ -4009,7 +4008,7 @@ void CBattleOptionsWindow::bExitf()
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std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
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CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
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: town(siegeTown), owner(_owner)
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: owner(_owner), town(siegeTown)
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{
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for(int g=0; g<ARRAY_COUNT(walls); ++g)
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{
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@ -4220,7 +4219,7 @@ void CStackQueue::StackBox::setStack( const CStack *nStack )
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}
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CStackQueue::StackBox::StackBox(SDL_Surface *BG)
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:bg(BG), my(NULL)
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:my(NULL), bg(BG)
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{
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if(bg)
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{
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@ -43,7 +43,7 @@ CCreatureAnimation::CCreatureAnimation(std::string name) : internalFrame(0), onc
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//init anim data
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int i,j, totalInBlock;
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char Buffer[13];
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defName=name;
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i = 0;
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DEFType = readNormalNr<4>(i,FDef); i+=4;
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@ -30,7 +30,7 @@ class CCursorHandler;
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class CGameState;
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class CVideoPlayer;
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class Mapa;
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struct Mapa;
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/*
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CGameInfo class
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@ -396,8 +396,8 @@ SDL_Surface * CMessage::drawBoxTextBitmapSub( int player, std::string text, SDL_
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void CMessage::drawIWindow(CInfoWindow * ret, std::string text, int player)
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{
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SDL_Surface * _or = NULL;
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const Font &f = *graphics->fonts[FONT_MEDIUM];
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int fontHeight = f.height;
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//const Font &f = *graphics->fonts[FONT_MEDIUM];
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//int fontHeight = f.height;
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if(dynamic_cast<CSelWindow*>(ret)) //it's selection window, so we'll blit "or" between components
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_or = FNT_RenderText(FONT_MEDIUM,CGI->generaltexth->allTexts[4],zwykly);
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@ -329,10 +329,10 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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if (directlyAttackingCreature) {
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// Get direction to attacker.
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int3 posOffset = details.attackedFrom - details.end + int3(2, 1, 0);
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const ui8 dirLookup[3][3] = {
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1, 2, 3,
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8, 0, 4,
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7, 6, 5
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static const ui8 dirLookup[3][3] = {
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{ 1, 2, 3 },
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{ 8, 0, 4 },
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{ 7, 6, 5 }
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};
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// FIXME: Avoid const_cast, make moveDir mutable in some other way?
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const_cast<CGHeroInstance *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
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@ -349,7 +349,8 @@ void CGPreGame::update()
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}
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CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map<ui32, std::string> *Names /*= NULL*/)
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: ISelectionScreenInfo(Names), serv(NULL), ongoingClosing(false), serverHandlingThread(NULL), myNameID(255), mx(new boost::recursive_mutex)
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: ISelectionScreenInfo(Names), serverHandlingThread(NULL), mx(new boost::recursive_mutex),
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serv(NULL), ongoingClosing(false), myNameID(255)
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{
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screenType = Type;
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multiPlayer = MultiPlayer;
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@ -1397,7 +1398,8 @@ void CChatBox::addNewMessage(const std::string &text)
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}
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InfoCard::InfoCard( bool Network )
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: difficulty(NULL), sizes(NULL), sFlags(NULL), bg(NULL), chatOn(false), chat(NULL), network(Network), playerListBg(NULL)
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: bg(NULL), network(Network), chatOn(false), chat(NULL), playerListBg(NULL),
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difficulty(NULL), sizes(NULL), sFlags(NULL)
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{
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OBJ_CONSTRUCTION;
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pos.x += 393;
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@ -2018,7 +2020,7 @@ void OptionsTab::flagPressed( int color )
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}
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OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
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:s(S), pi(SEL->current->mapHeader->players[S.color])
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: pi(SEL->current->mapHeader->players[S.color]), s(S)
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{
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OBJ_CONSTRUCTION;
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defActions |= SHARE_POS;
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@ -18,7 +18,7 @@
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*
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*/
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struct CMusicHandler;
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class CMusicHandler;
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class CMapHeader;
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class CCampaignHeader;
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class CTextInput;
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@ -27,8 +27,8 @@ class CGStatusBar;
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class CTextBox;
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class CCampaignState;
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class CConnection;
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class CPackForSelectionScreen;
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class PlayerInfo;
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struct CPackForSelectionScreen;
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struct PlayerInfo;
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namespace boost{ class thread; class recursive_mutex;}
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@ -241,7 +241,6 @@ void CClient::loadGame( const std::string & fname )
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timeHandler tmh;
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{
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ui32 ver;
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char sig[8];
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CMapHeader dum;
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CGI->mh = new CMapHandler();
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@ -50,7 +50,7 @@ template <typename T> struct CondSh;
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class CInGameConsole;
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class CGarrisonInt;
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class CInGameConsole;
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class Component;
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struct Component;
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class CArmedInstance;
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class CGTownInstance;
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class StackState;
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@ -2866,7 +2866,7 @@ std::vector<int> *CTradeWindow::getItemsIds(bool Left)
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{
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case PLAYER:
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ids = new std::vector<int>;
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for(int i = 0, found = 0; i < PLAYER_LIMIT; i++)
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for(int i = 0; i < PLAYER_LIMIT; i++)
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if(i != LOCPLINT->playerID && LOCPLINT->cb->getPlayerStatus(i) == PlayerState::INGAME)
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ids->push_back(i);
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break;
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@ -53,7 +53,7 @@ template <typename T> struct CondSh;
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class CInGameConsole;
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class CGarrisonInt;
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class CInGameConsole;
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class Component;
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struct Component;
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class CArmedInstance;
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class CGTownInstance;
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class StackState;
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@ -825,11 +825,12 @@ bool CMapHandler::printObject(const CGObjectInstance *obj)
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processDef(obj->defInfo);
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const SDL_Surface *bitmap = obj->defInfo->handler->ourImages[0].bitmap;
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int tilesW = bitmap->w/32,
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tilesH = bitmap->h/32;
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for(int fx=0; fx<bitmap->w/32; ++fx)
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const int tilesW = bitmap->w/32;
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const int tilesH = bitmap->h/32;
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for(int fx=0; fx<tilesW; ++fx)
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{
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for(int fy=0; fy<bitmap->h/32; ++fy)
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for(int fy=0; fy<tilesH; ++fy)
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{
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SDL_Rect cr;
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cr.w = 32;
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@ -837,9 +838,9 @@ bool CMapHandler::printObject(const CGObjectInstance *obj)
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cr.x = fx*32;
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cr.y = fy*32;
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std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj, cr);
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if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frameW && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frameH)
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if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)
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{
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TerrainTile2 & curt = ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z];
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TerrainTile2 & curt = ttiles[obj->pos.x + fx - tilesW+1][obj->pos.y + fy - tilesH+1][obj->pos.z];
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std::vector< std::pair<const CGObjectInstance*,SDL_Rect> >::iterator i = curt.objects.begin();
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for(; i != curt.objects.end(); i++)
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@ -857,8 +858,8 @@ bool CMapHandler::printObject(const CGObjectInstance *obj)
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curt.objects.insert(i, toAdd);
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}
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} // for(int fy=0; fy<bitmap->h/32; ++fy)
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} //for(int fx=0; fx<bitmap->w/32; ++fx)
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} // for(int fy=0; fy<tilesH; ++fy)
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} //for(int fx=0; fx<tilesW; ++fx)
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return true;
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}
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@ -16,6 +16,7 @@
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*
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*/
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#ifdef unused
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static long long pow(long long a, int b)
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{
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if (!b) return 1;
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@ -24,6 +25,8 @@ static long long pow(long long a, int b)
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a*=c;
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return a;
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}
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#endif
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CDefHandler::CDefHandler()
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{
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notFreeImgs = false;
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@ -2193,7 +2193,7 @@ void CGTownInstance::newTurn() const
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int n, i = rand() % std::min (ARMY_SIZE, cb->getDate(3)<<1);
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{//no lower tiers or above current month
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if (n = getSlotFor(town->basicCreatures[i], ARMY_SIZE));
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if ((n = getSlotFor(town->basicCreatures[i], ARMY_SIZE)))
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{
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SetGarrisons sg;
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sg.garrs[id] = getArmy();
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@ -6183,10 +6183,10 @@ int3 IBoatGenerator::bestLocation() const
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std::vector<int3> offsets;
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getOutOffsets(offsets);
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TerrainTile *tile;
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for (int i = 0; i < offsets.size(); ++i)
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{
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if (tile = IObjectInterface::cb->getTile(o->pos + offsets[i])) //tile is in the map
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TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offsets[i]);
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if (tile) //tile is in the map
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{
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if (tile->tertype == TerrainTile::water && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
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return o->pos + offsets[i];
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@ -24,7 +24,7 @@
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*/
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struct MetaString;
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class BattleInfo;
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struct BattleInfo;
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class IGameCallback;
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struct BattleResult;
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class CCPPObjectScript;
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@ -1061,8 +1061,8 @@ int CGameState::pickHero(int owner)
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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if(!map->getHero(h = ps.hero,0) && h>=0) //we haven't used selected hero
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return h;
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int f = ps.castle;
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int i=0;
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do //try to find free hero of our faction
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{
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i++;
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@ -1666,7 +1666,6 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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continue;
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}
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CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
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CGHeroInstance * substitution = NULL;
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if(hp->subID != 0xFF) //select by type
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{
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@ -1699,7 +1698,6 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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continue;
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}
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CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
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CGHeroInstance * substitution = NULL;
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if (hp->subID == 0xFF) //select by power
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{
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@ -2023,7 +2021,9 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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}
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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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ui32 total=0;
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int sel = -1;
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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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@ -4277,7 +4277,7 @@ si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
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return false;
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}
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const CStack * stack = getStack(stackID);
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if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY));
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if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
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{
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return false;
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}
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@ -4486,8 +4486,8 @@ CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
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}
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PlayerState::PlayerState()
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: color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0),
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enteredLosingCheatCode(0), enteredWinningCheatCode(0)
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: color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
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enteredLosingCheatCode(0), status(INGAME), daysWithoutCastle(0)
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{
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}
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@ -4,7 +4,7 @@
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class CMapHeader;
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class CCampaignHeader;
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class StartInfo;
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struct StartInfo;
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class DLL_EXPORT CMapInfo
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@ -30,7 +30,7 @@ class CGameState;
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class CCreature;
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class LibClasses;
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class CHero;
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class CPack;
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struct CPack;
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extern DLL_EXPORT LibClasses * VLC;
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namespace mpl = boost::mpl;
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@ -105,7 +105,7 @@ namespace HHLP
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{
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public:
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Bonus::BonusSource src;
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SourceComp(Bonus::BonusSource _src) : src(src)
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SourceComp(Bonus::BonusSource _src) : src(_src)
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{
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}
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bool operator()(const Bonus & bon)
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@ -186,7 +186,8 @@ Bonus * CBonusSystemNode::getBonus(const CSelector &selector)
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getParents (parents, this);
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BOOST_FOREACH (CBonusSystemNode *pname, parents)
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{
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if(ret = pname->getBonus(selector))
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ret = pname->getBonus(selector);
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if (ret)
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return ret;
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}
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@ -1198,7 +1198,6 @@ void CGameHandler::newTurn()
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for (int i = 0; i < amount; ++i)
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{
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tile = tiles.begin();
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TerrainTile *tinfo = &gs->map->terrain[tile->x][tile->y][tile->z];
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NewObject no;
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no.ID = 54; //creature
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no.subID= n.creatureid;
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@ -1214,7 +1213,6 @@ void CGameHandler::newTurn()
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for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
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{
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ui8 player = (*j)->tempOwner;
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SetAvailableCreatures sac;
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sac.tid = (**j).id;
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sac.creatures = (**j).creatures;
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@ -4640,7 +4638,6 @@ void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInst
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bool CGameHandler::buildBoat( ui32 objid )
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{
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const IShipyard *obj = IShipyard::castFrom(getObj(objid));
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int boatType = 1;
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if(obj->state())
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{
|
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@ -4788,7 +4785,7 @@ void CGameHandler::checkLossVictory( ui8 player )
|
||||
|
||||
void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
|
||||
{
|
||||
const PlayerState *p = gs->getPlayer(player);
|
||||
// const PlayerState *p = gs->getPlayer(player);
|
||||
// if(!p->human)
|
||||
// return; //AI doesn't need text info of loss
|
||||
|
||||
@ -4971,7 +4968,7 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
|
||||
int spellID = sf.subtype;
|
||||
int spellLevel = sf.val;
|
||||
int chance = sf.additionalInfo % 1000;
|
||||
int meleeRanged = sf.additionalInfo / 1000;
|
||||
//int meleeRanged = sf.additionalInfo / 1000;
|
||||
int destination = oneOfAttacked->position;
|
||||
//check if spell should be casted (probability handling)
|
||||
if( rand()%100 >= chance )
|
||||
|
@ -60,8 +60,8 @@ static void vaccept(tcp::acceptor *ac, tcp::socket *s, boost::system::error_code
|
||||
|
||||
|
||||
CPregameServer::CPregameServer(CConnection *Host, TAcceptor *Acceptor /*= NULL*/)
|
||||
: host(Host), state(RUNNING), acceptor(Acceptor), upcomingConnection(NULL), curmap(NULL), listeningThreads(0),
|
||||
curStartInfo(NULL)
|
||||
: host(Host), listeningThreads(0), acceptor(Acceptor), upcomingConnection(NULL),
|
||||
curmap(NULL), curStartInfo(NULL), state(RUNNING)
|
||||
{
|
||||
initConnection(host);
|
||||
}
|
||||
@ -458,7 +458,6 @@ void CVCMIServer::loadGame()
|
||||
c >> clients >> fname; //how many clients should be connected - TODO: support more than one
|
||||
|
||||
{
|
||||
ui32 ver;
|
||||
char sig[8];
|
||||
CMapHeader dum;
|
||||
StartInfo *si;
|
||||
|
@ -17,7 +17,7 @@
|
||||
class CMapInfo;
|
||||
|
||||
class CConnection;
|
||||
class CPackForSelectionScreen;
|
||||
struct CPackForSelectionScreen;
|
||||
class CGameHandler;
|
||||
|
||||
namespace boost
|
||||
|
Loading…
Reference in New Issue
Block a user