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https://github.com/vcmi/vcmi.git
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- fixed some extra warnings. Mostly harmless.
NOTE: Please check changes in BattleState.cpp and GameHandler.cpp for possible bugs
This commit is contained in:
parent
61ccabde53
commit
faaf799d95
@ -15,7 +15,7 @@
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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class BankConfig;
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struct BankConfig;
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class FuzzyEngine;
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class FuzzyEngine;
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class InputLVar;
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class InputLVar;
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class CGTownInstance;
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class CGTownInstance;
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@ -11,7 +11,7 @@ class CAdventureMapButton;
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class CHighlightableButton;
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class CHighlightableButton;
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class CHighlightableButtonsGroup;
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class CHighlightableButtonsGroup;
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class CLabel;
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class CLabel;
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class BattleResult;
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struct BattleResult;
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class CStack;
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class CStack;
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/*
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/*
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@ -749,7 +749,7 @@ void CompImage::BlitBlock(ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha)
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for (size_t i=0; i<size; i++)
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for (size_t i=0; i<size; i++)
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{
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{
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SDL_Color col = palette[*(data++)];
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SDL_Color col = palette[*(data++)];
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col.unused = (ui32)col.unused*(255-alpha)/255;
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col.unused = (ui32)col.unused*alpha/255;
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ColorPutter<bpp, 1>::PutColorAlpha(dest, col);
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ColorPutter<bpp, 1>::PutColorAlpha(dest, col);
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}
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}
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return;
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return;
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@ -19,7 +19,7 @@ class CCreature;
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class CStackInstance;
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class CStackInstance;
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class CCommanderInstance;
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class CCommanderInstance;
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class CStack;
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class CStack;
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class ArtifactLocation;
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struct ArtifactLocation;
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class CCreatureArtifactInstance;
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class CCreatureArtifactInstance;
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class CAdventureMapButton;
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class CAdventureMapButton;
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class CBonusItem;
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class CBonusItem;
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@ -305,13 +305,13 @@ void CHeroWindow::questlog()
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void CHeroWindow::commanderWindow()
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void CHeroWindow::commanderWindow()
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{
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{
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//TODO: allow equipping commander artifacts by drag / drop
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//TODO: allow equipping commander artifacts by drag / drop
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bool artSelected = false;
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//bool artSelected = false;
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const CArtifactsOfHero::SCommonPart *commonInfo = artSets.front()->commonInfo;
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const CArtifactsOfHero::SCommonPart *commonInfo = artSets.front()->commonInfo;
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if (const CArtifactInstance *art = commonInfo->src.art)
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if (const CArtifactInstance *art = commonInfo->src.art)
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{
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{
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const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
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const CGHeroInstance *srcHero = commonInfo->src.AOH->getHero();
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artSelected = true;
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//artSelected = true;
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int freeSlot = art->firstAvailableSlot (curHero->commander);
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int freeSlot = art->firstAvailableSlot (curHero->commander);
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if (freeSlot < ArtifactPosition::COMMANDER_AFTER_LAST) //we don't want to put it in commander's backpack!
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if (freeSlot < ArtifactPosition::COMMANDER_AFTER_LAST) //we don't want to put it in commander's backpack!
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{
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{
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@ -1554,7 +1554,7 @@ CChatBox::CChatBox(const Rect &rect)
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inputBox->used &= ~KEYBOARD;
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inputBox->used &= ~KEYBOARD;
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chatHistory = new CTextBox("", Rect(0, 0, rect.w, rect.h - height), 1);
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chatHistory = new CTextBox("", Rect(0, 0, rect.w, rect.h - height), 1);
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SDL_Color green = {0,252,0};
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SDL_Color green = {0,252,0, SDL_ALPHA_OPAQUE};
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chatHistory->color = green;
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chatHistory->color = green;
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}
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}
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@ -896,7 +896,7 @@ void CSDL_Ext::setPlayerColor(SDL_Surface * sur, ui8 player)
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tlog3 << "Warning, setPlayerColor called on not 8bpp surface!\n";
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tlog3 << "Warning, setPlayerColor called on not 8bpp surface!\n";
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}
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}
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const TColorPutter CSDL_Ext::getPutterFor(SDL_Surface * const &dest, int incrementing)
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TColorPutter CSDL_Ext::getPutterFor(SDL_Surface * const &dest, int incrementing)
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{
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{
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#define CASE_BPP(BytesPerPixel) \
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#define CASE_BPP(BytesPerPixel) \
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case BytesPerPixel: \
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case BytesPerPixel: \
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@ -920,7 +920,7 @@ case BytesPerPixel: \
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}
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}
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const TColorPutterAlpha CSDL_Ext::getPutterAlphaFor(SDL_Surface * const &dest, int incrementing)
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TColorPutterAlpha CSDL_Ext::getPutterAlphaFor(SDL_Surface * const &dest, int incrementing)
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{
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{
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switch(dest->format->BytesPerPixel)
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switch(dest->format->BytesPerPixel)
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{
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{
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@ -133,8 +133,8 @@ namespace CSDL_Ext
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Uint8 *getPxPtr(const SDL_Surface * const &srf, const int x, const int y);
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Uint8 *getPxPtr(const SDL_Surface * const &srf, const int x, const int y);
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const TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
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TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
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const TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
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TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
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BlitterWithRotationVal getBlitterWithRotation(SDL_Surface *dest);
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BlitterWithRotationVal getBlitterWithRotation(SDL_Surface *dest);
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BlitterWithRotationVal getBlitterWithRotationAndAlpha(SDL_Surface *dest);
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BlitterWithRotationVal getBlitterWithRotationAndAlpha(SDL_Surface *dest);
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@ -3064,7 +3064,7 @@ const CGHeroInstance * CStack::getMyHero() const
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else //we are attached directly?
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else //we are attached directly?
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BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
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BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
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if(n->getNodeType() == HERO)
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if(n->getNodeType() == HERO)
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dynamic_cast<const CGHeroInstance *>(n);
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dynamic_cast<const CGHeroInstance *>(n);//FIXME: unused result. Missing return?
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return NULL;
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return NULL;
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}
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}
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@ -1520,7 +1520,7 @@ void CGameState::init(StartInfo * si)
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for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
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for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
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{
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{
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if(k->first==-1 || k->first==255)
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if(k->first==255)
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continue;
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continue;
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//init visiting and garrisoned heroes
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//init visiting and garrisoned heroes
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@ -858,7 +858,7 @@ void CBonusSystemNode::exportBonuses()
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exportBonus(b);
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exportBonus(b);
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}
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}
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const ui8 CBonusSystemNode::getNodeType() const
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ui8 CBonusSystemNode::getNodeType() const
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{
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{
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return nodeType;
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return nodeType;
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}
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}
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@ -591,7 +591,7 @@ public:
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BonusList &getBonusList();
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BonusList &getBonusList();
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const BonusList &getBonusList() const;
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const BonusList &getBonusList() const;
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BonusList &getExportedBonusList();
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BonusList &getExportedBonusList();
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const ui8 getNodeType() const;
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ui8 getNodeType() const;
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void setNodeType(ui8 type);
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void setNodeType(ui8 type);
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const TNodesVector &getParentNodes() const;
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const TNodesVector &getParentNodes() const;
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const TNodesVector &getChildrenNodes() const;
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const TNodesVector &getChildrenNodes() const;
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@ -443,7 +443,7 @@ int CBattleInfoCallback::battleGetMoatDmg()
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return 0;
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return 0;
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}
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}
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CGameState *const CPrivilagedInfoCallback::gameState ()
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CGameState * CPrivilagedInfoCallback::gameState ()
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{
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{
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return gs;
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return gs;
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}
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}
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@ -245,7 +245,7 @@ public:
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class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
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class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
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{
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{
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public:
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public:
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CGameState *const gameState ();
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CGameState * gameState ();
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void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
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void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
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void getTilesInRange(boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player=-1, int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
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void getTilesInRange(boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player=-1, int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
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void getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int player=-1, int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
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void getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int player=-1, int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
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vstd::amax(h->mana, 0);
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vstd::amax(h->mana, 0);
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if (enemy && manaGained)
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if (enemy && manaGained)
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enemy->mana += manaGained;
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enemy->mana += manaGained;
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if (side >= 0 && side < 2)
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if (side < 2)
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{
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{
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gs->curB->castSpells[side]++;
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gs->curB->castSpells[side]++;
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}
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}
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@ -16,7 +16,7 @@ class int3
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public:
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public:
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si32 x,y,z;
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si32 x,y,z;
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inline int3():x(0),y(0),z(0){}; //c-tor, x/y/z initialized to 0
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inline int3():x(0),y(0),z(0){}; //c-tor, x/y/z initialized to 0
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inline int3(const si32 & X, const si32 & Y, const si32 & Z):x(X),y(Y),z(Z){}; //c-tor
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inline int3(const si32 X, const si32 Y, const si32 Z):x(X),y(Y),z(Z){}; //c-tor
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inline int3(const int3 & val) : x(val.x), y(val.y), z(val.z){} //copy c-tor
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inline int3(const int3 & val) : x(val.x), y(val.y), z(val.z){} //copy c-tor
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inline int3 operator=(const int3 & val) {x = val.x; y = val.y; z = val.z; return *this;} //assignemt operator
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inline int3 operator=(const int3 & val) {x = val.x; y = val.y; z = val.z; return *this;} //assignemt operator
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~int3() {} // d-tor - does nothing
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~int3() {} // d-tor - does nothing
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@ -1517,7 +1517,7 @@ void CGameHandler::run(bool resume)
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for(; i != gs->players.end(); i++)
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for(; i != gs->players.end(); i++)
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{
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{
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if((i->second.towns.size()==0 && i->second.heroes.size()==0)
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if((i->second.towns.size()==0 && i->second.heroes.size()==0)
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|| i->second.color<0
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//|| i->second.color<0 //FIXME: color is unsigned. Redundant or incorrect check?
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|| i->first>=GameConstants::PLAYER_LIMIT
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|| i->first>=GameConstants::PLAYER_LIMIT
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|| i->second.status)
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|| i->second.status)
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{
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{
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@ -4984,7 +4984,7 @@ void CGameHandler::checkLossVictory( ui8 player )
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}
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}
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}
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}
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void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
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void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, InfoWindow &out ) const
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{
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{
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// const PlayerState *p = gs->getPlayer(player);
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// const PlayerState *p = gs->getPlayer(player);
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// if(!p->human)
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// if(!p->human)
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@ -4994,7 +4994,7 @@ void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, In
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if(victory)
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if(victory)
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{
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{
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if(standard < 0) //not std loss
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if(standard > 0) //not std loss
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{
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{
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switch(gs->map->victoryCondition.condition)
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switch(gs->map->victoryCondition.condition)
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{
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{
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@ -5055,7 +5055,7 @@ void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, In
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}
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}
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else
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else
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{
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{
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if(standard < 0) //not std loss
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if(standard > 0) //not std loss
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{
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{
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switch(gs->map->lossCondition.typeOfLossCon)
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switch(gs->map->lossCondition.typeOfLossCon)
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{
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{
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void runBattle();
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void runBattle();
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void checkLossVictory(ui8 player);
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void checkLossVictory(ui8 player);
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void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
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void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
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void getLossVicMessage(ui8 player, ui8 standard, bool victory, InfoWindow &out) const;
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void getLossVicMessage(ui8 player, si8 standard, bool victory, InfoWindow &out) const;
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////used only in endBattle - don't touch elsewhere
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////used only in endBattle - don't touch elsewhere
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boost::function<void(BattleResult*)> * battleEndCallback;
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boost::function<void(BattleResult*)> * battleEndCallback;
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