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Fixed warnings

This commit is contained in:
Ivan Savenko 2015-03-31 00:55:37 +03:00
parent 20acdbbf3b
commit eef45b5ae8
5 changed files with 6 additions and 6 deletions

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@ -678,7 +678,7 @@ void CMapHandler::CMapWorldViewBlitter::drawOverlayEx(SDL_Surface * targetSurf)
for(const ObjectPosInfo & iconInfo : *(info->additionalIcons)) for(const ObjectPosInfo & iconInfo : *(info->additionalIcons))
{ {
if(!iconInfo.pos.z == pos.z) if( iconInfo.pos.z != pos.z)
continue; continue;
if((iconInfo.pos.x < topTile.x) || (iconInfo.pos.y < topTile.y)) if((iconInfo.pos.x < topTile.x) || (iconInfo.pos.y < topTile.y))

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@ -377,7 +377,7 @@ TPossibleGuards CBankInfo::getPossibleGuards() const
for (const JsonNode & configEntry : config) for (const JsonNode & configEntry : config)
{ {
const JsonNode & guardsInfo = configEntry["guards"]; const JsonNode & guardsInfo = configEntry["guards"];
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]); auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
IObjectInfo::CArmyStructure army; IObjectInfo::CArmyStructure army;

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@ -162,7 +162,7 @@ public:
TPossibleGuards getPossibleGuards() const; TPossibleGuards getPossibleGuards() const;
//I have no idea what do these functions do or were supposed to do - War // These functions should try to evaluate minimal possible/max possible guards to give provide information on possible thread to AI
CArmyStructure minGuards() const; CArmyStructure minGuards() const;
CArmyStructure maxGuards() const; CArmyStructure maxGuards() const;

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@ -96,7 +96,7 @@ private:
CTileInfo*** tiles; CTileInfo*** tiles;
int prisonsRemaining; int prisonsRemaining;
int questArtsRemaining; //int questArtsRemaining;
int monolithIndex; int monolithIndex;
std::vector<ArtifactID> questArtifacts; std::vector<ArtifactID> questArtifacts;

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@ -430,7 +430,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
//the more treasure density, the greater distance between paths. Scaling is experimental. //the more treasure density, the greater distance between paths. Scaling is experimental.
int totalDensity = 0; int totalDensity = 0;
for (auto ti : treasureInfo) for (auto ti : treasureInfo)
totalDensity =+ ti.density; totalDensity += ti.density;
const float minDistance = 10 * 10; //squared const float minDistance = 10 * 10; //squared
for (auto tile : tileinfo) for (auto tile : tileinfo)
@ -2239,7 +2239,7 @@ void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
{ {
ObjectInfo artInfo; ObjectInfo artInfo;
artInfo.probability = 1e6; //99,9% to spawn that art in first treasure pile artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
artInfo.maxPerZone = 1; artInfo.maxPerZone = 1;
artInfo.value = 2000; //treasure art artInfo.value = 2000; //treasure art
artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType); artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);