mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-19 02:38:32 +00:00
WATCHMAKER: Fix Various GCC Compiler Warnings
This commit is contained in:
parent
3242a3338b
commit
be178cf88e
@ -156,7 +156,7 @@ uint8 GetLightDirection(t3dV3F *dest, uint8 pos) {
|
||||
* t3dLoadAnimation
|
||||
* --------------------------------------------------*/
|
||||
int8 t3dLoadAnimation(WGame &game, const char *s, t3dMESH *mesh, uint16 Flag) {
|
||||
uint32 nf, nb, i, j, k, h, older, len, ScaleAnim, CurPreloadedAnim;
|
||||
uint32 nf, nb, i, j, k, h, older, ScaleAnim, CurPreloadedAnim;
|
||||
t3dLOADANIM *p;
|
||||
t3dLOADBONE *bone;
|
||||
t3dBONEANIM *db;
|
||||
@ -560,7 +560,7 @@ t3dBODY *LoadShadowMeshes(WGame &game, const char *pname, t3dBODY *Body) {
|
||||
t3dCHARACTER *t3dLoadCharacter(WGame &game, const char *pname, uint16 num) {
|
||||
warning("LoadCharacter(%s)", pname);
|
||||
uint8 Mirror = 1;
|
||||
uint16 n = 0, f, i;
|
||||
uint16 n = 0, f;
|
||||
t3dV3F tmp;
|
||||
// gVertex *v;
|
||||
|
||||
@ -657,8 +657,6 @@ t3dCHARACTER *t3dLoadCharacter(WGame &game, const char *pname, uint16 num) {
|
||||
* GetFullLightPosition
|
||||
* --------------------------------------------------*/
|
||||
uint8 GetFullLightDirection(t3dV3F *dest, uint8 pos) {
|
||||
uint8 a;
|
||||
|
||||
if (!pos) return 0;
|
||||
|
||||
auto pLights = t3dCurRoom->getPositionalLight(pos);
|
||||
@ -697,7 +695,6 @@ void ReleasePreloadedAnims() {
|
||||
uint8 CompareLightPosition(char *roomname, uint8 pos1, t3dV3F *pos2, t3dF32 acceptable_dist) {
|
||||
t3dV3F p1;
|
||||
t3dBODY *t;
|
||||
int32 i;
|
||||
|
||||
if ((pos1 <= 0) || (pos2 == nullptr)) return FALSE;
|
||||
|
||||
|
@ -2305,7 +2305,6 @@ void t3dSetFaceVisibility(t3dMESH *mesh, t3dCAMERA *cam) {
|
||||
T1 = T2 = -1;
|
||||
|
||||
MaterialPtr target = nullptr;
|
||||
int targetIndex = 0;
|
||||
for (uint32 i = 0; i < mesh->NumFaces(); i++) {
|
||||
t3dFACE &f = mesh->FList[i];
|
||||
|
||||
@ -2722,7 +2721,7 @@ void t3dRaiseSmoke(t3dV3F *pos, t3dParticle *p) {
|
||||
* --------------------------------------------------*/
|
||||
void t3dAnimLights(t3dBODY *b) {
|
||||
// t3dU8 exist=0;
|
||||
gVertex **vlist, *vv;
|
||||
gVertex *vv;
|
||||
int32 rr, gg, bb, aa;
|
||||
uint8 bProcessLights;
|
||||
|
||||
@ -2734,10 +2733,10 @@ void t3dAnimLights(t3dBODY *b) {
|
||||
|
||||
t3dCalcHalos(b); //Calculate flare/halos for lights
|
||||
|
||||
int i = 0;
|
||||
int k = 0;
|
||||
bProcessLights = 0;
|
||||
while ((i < b->NumLights())) {
|
||||
t3dLIGHT &l = b->LightTable[i];
|
||||
while ((k < b->NumLights())) {
|
||||
t3dLIGHT &l = b->LightTable[k];
|
||||
if (l.Type & T3D_LIGHT_CANDLESMOKE)
|
||||
t3dRaiseSmoke(&l.Source, l.Particle.get());
|
||||
else if (l.Type & T3D_LIGHT_PULSE) {
|
||||
@ -2747,12 +2746,12 @@ void t3dAnimLights(t3dBODY *b) {
|
||||
l.LightRandomizer = -rand() % ((int32)(l.Color.x + l.Color.y + l.Color.z) / 12);
|
||||
#endif
|
||||
}
|
||||
i++;
|
||||
k++;
|
||||
}
|
||||
|
||||
if (bProcessLights) {
|
||||
//lock all vertexbuffers
|
||||
for (int i = 0; i < b->NumMeshes(); i++) {
|
||||
for (uint i = 0; i < b->NumMeshes(); i++) {
|
||||
t3dMESH &m = b->MeshTable[i];
|
||||
m.VBptr = m.VertexBuffer;
|
||||
m.Flags |= T3D_MESH_UPDATEVB;
|
||||
@ -2786,7 +2785,7 @@ void t3dAnimLights(t3dBODY *b) {
|
||||
l.FlickerDelay++;
|
||||
}
|
||||
//lock all vertexbuffers
|
||||
for (i = 0; i < b->NumMeshes(); i++) {
|
||||
for (uint i = 0; i < b->NumMeshes(); i++) {
|
||||
b->MeshTable[i].VBptr = nullptr;
|
||||
}
|
||||
}
|
||||
@ -2810,14 +2809,13 @@ void t3dCheckMaterialVB(MaterialPtr mat) {
|
||||
//warning("TODO: Implement t3dCheckMaterialVB");
|
||||
// gv = rLockVertexPtr(mat->VB, DDLOCK_WRITEONLY | DDLOCK_NOSYSLOCK);
|
||||
mat->VBO->_buffer.clear();
|
||||
for (int i = 0; i < mat->NumAllocatedVerts(); i++) {
|
||||
for (i = 0; i < mat->NumAllocatedVerts(); i++) {
|
||||
auto vert = *mat->VertsList[i];
|
||||
mat->VBO->_buffer.push_back(vert);
|
||||
//memcpy(gv, mat->VertsList[i], sizeof(gVertex));
|
||||
}
|
||||
|
||||
// rUnlockVertexPtr(mat->VB);
|
||||
|
||||
}
|
||||
|
||||
/* -----------------10/06/99 15.49-------------------
|
||||
|
@ -36,7 +36,6 @@ void t3dMatMul(t3dM3X3F *Dest, t3dM3X3F *a, t3dM3X3F *b);
|
||||
void t3dMatRotAxis(t3dM3X3F *m, t3dF32 x, t3dF32 y, t3dF32 z, t3dF32 rad);
|
||||
void t3dMatRot(t3dM3X3F *matrix, t3dF32 x, t3dF32 y, t3dF32 z);
|
||||
void t3dMatReflect(t3dM3X3F *Matrix, t3dV3F *mirrorpos, t3dNORMAL *n);
|
||||
void t3dMatCopy(t3dM3X3F *d, t3dM3X3F *s);
|
||||
void t3dMatView(t3dM3X3F *dest, t3dV3F *eye, t3dV3F *center);
|
||||
void t3dVectTransform(t3dV3F *d, t3dV3F *s, t3dM3X3F *mat);
|
||||
void t3dVectTransformInv(t3dV3F *d, t3dV3F *s, t3dM3X3F *mat);
|
||||
@ -45,7 +44,6 @@ void t3dVectCross(t3dV3F *d, t3dV3F *v2, t3dV3F *v3);
|
||||
void t3dVectSub(t3dV3F *d, t3dV3F *a, t3dV3F *b); // d = a - b
|
||||
void t3dVectAdd(t3dV3F *d, t3dV3F *a, t3dV3F *b); // d = a - b
|
||||
void t3dVectFill(t3dV3F *d, t3dF32 a);
|
||||
void t3dVectInit(t3dV3F *d, t3dF32 a1, t3dF32 a2, t3dF32 a3);
|
||||
void t3dVectCopy(t3dV3F *d, t3dV3F *s);
|
||||
t3dF32 t3dVectMod(t3dV3F *c);
|
||||
t3dF32 t3dVectDistance(t3dV3F *a, t3dV3F *b);
|
||||
|
@ -72,7 +72,7 @@ public:
|
||||
return VBTable.back();
|
||||
}
|
||||
void clearVBTable() {
|
||||
for (int i = 0; i < VBTable.size(); i++) {
|
||||
for (uint i = 0; i < VBTable.size(); i++) {
|
||||
rDeleteVertexBuffer(*VBTable[i]);
|
||||
}
|
||||
VBTable.clear();
|
||||
|
@ -501,7 +501,6 @@ void SMeshModifier::modifyMesh(WGame &game, t3dMESH *mesh) {
|
||||
* --------------------------------------------------*/
|
||||
void MeshModifiers::addMeshModifier(const Common::String &name, int16 com, void *p) {
|
||||
struct SMeshModifier *mm;
|
||||
uint32 Flags;
|
||||
int16 i;
|
||||
|
||||
warning("Not sure this is right"); // Used to check for nullptr, not 0 length.
|
||||
|
@ -146,7 +146,6 @@ void ProcessMouse(WGame &game) {
|
||||
void HandleMouseChanges() {
|
||||
// Mouse movement will have been accumulated prior to calling this function.
|
||||
// Button flags may also have been changed, this function then applies the button changes.
|
||||
int curX, curY;
|
||||
|
||||
//warning("L: %d %d R: %d %d", bLPressed, bLPressedPrev, bRPressed, bRPressedPrev);
|
||||
// Button 0 pressed or released
|
||||
|
@ -355,7 +355,6 @@ void Add3DStuff(WGame &game) {
|
||||
|
||||
if (LoaderFlags & T3D_DEBUGMODE) {
|
||||
extern uint8 t3dCurCameraIndex;
|
||||
extern int ci;
|
||||
auto windowInfo = game._renderer->getScreenInfos();
|
||||
if (CurFps > 100.0f) CurFps = 100.0f;
|
||||
if (AvgFps > 100.0f) AvgFps = 100.0f;
|
||||
@ -407,10 +406,10 @@ void Add3DStuff(WGame &game) {
|
||||
// if( CurFps > hi ) hi = CurFps;
|
||||
// if( CurFps < lo ) lo = CurFps;
|
||||
// DebugVideo(1,y+=16,"mHide %d",mHide);
|
||||
// DebugVideo(1,1,"FPS: %3d TRI: %d VERT: %d",(int)AvgFps,StatNumTris,StatNumVerts);
|
||||
// DebugVideo(1,1,"FPS: %3d TRI: %d VERT: %d",(int)AvgFps,StatNumTris,StatNumVerts);
|
||||
// DebugVideo(1,y+=16,"CurTime %d CurCamera %d",t3dCurTime,t3dCurCameraIndex+1);
|
||||
// DebugVideo(1,y+=16,"CurDialog %d, obj %d",CurDialog,Dialog[CurDialog].obj);
|
||||
// DebugVideo(1,y+=16,"%d,%d: %s (%d %d) %X",CurRoom,CurObj,ObjectUnderCursor,NextPortalObj,NextPortalAnim,Obj[CurObj].flags); //_remove
|
||||
// DebugVideo(1,y+=16,"%d,%d: %s (%d %d) %X",CurRoom,CurObj,ObjectUnderCursor,NextPortalObj,NextPortalAnim,Obj[CurObj].flags); //_remove
|
||||
}
|
||||
}
|
||||
// Aggiunge i rettangoli D3D
|
||||
|
@ -422,10 +422,7 @@ void UpdateRoomVisibility(WGame &game) {
|
||||
* SetBndLevel
|
||||
* --------------------------------------------------*/
|
||||
bool SetBndLevel(WGame &game, const char *roomname, int32 lev) {
|
||||
t3dBODY *t;
|
||||
int32 i;
|
||||
|
||||
t = nullptr;
|
||||
t3dBODY *t = nullptr;
|
||||
if (roomname && (roomname[0] != '\0')) {
|
||||
_vm->_roomManager->getRoomIfLoaded(roomname);
|
||||
} else t = t3dCurRoom;
|
||||
@ -566,10 +563,7 @@ void ChangeRoom(WGame &game, Common::String n, uint8 pos, int32 an) {
|
||||
* GetBndLevel
|
||||
* --------------------------------------------------*/
|
||||
int32 GetBndLevel(char *roomname) {
|
||||
t3dBODY *t;
|
||||
int32 i;
|
||||
|
||||
t = nullptr;
|
||||
t3dBODY *t = nullptr;
|
||||
if (roomname && (roomname[0] != '\0')) {
|
||||
t = _vm->_roomManager->getRoomIfLoaded(roomname);
|
||||
} else t = t3dCurRoom;
|
||||
|
@ -50,8 +50,7 @@ int WMakerMain() {
|
||||
warning("The Watchmaker");
|
||||
|
||||
//CreateWindow()
|
||||
int loaderFlags = 0;
|
||||
//loaderFlags = ParseCommandLine()
|
||||
//int loaderFlags = ParseCommandLine()
|
||||
|
||||
WGame *game = new WGame;
|
||||
|
||||
|
@ -93,7 +93,7 @@ bool rClearBuffers(char flags) {
|
||||
checkGlError("Entering rClearBuffers");
|
||||
bool clearStencil = rGetStencilBitDepth() != 0;
|
||||
bool clearDepth = flags & rCLEARZBUFFER;
|
||||
bool clearBack = flags & rCLEARBACKBUFFER;
|
||||
//bool clearBack = flags & rCLEARBACKBUFFER;
|
||||
bool clearScreen = flags & rCLEARSCREENBUFFER;
|
||||
|
||||
// Picking green to make the clear color easy to spot.
|
||||
|
@ -197,10 +197,7 @@ void Renderer::printText(const char *s, unsigned int dst, FontKind font, FontCol
|
||||
auto f = _fonts->fontForKind(font);
|
||||
uint32 src = f->color[color];
|
||||
|
||||
if (dst == 0)
|
||||
gPrintText(*_game, s, NULL, src, f->table, x, y);
|
||||
else
|
||||
gPrintText(*_game, s, dst, src, f->table, x, y);
|
||||
gPrintText(*_game, s, dst, src, f->table, x, y);
|
||||
}
|
||||
|
||||
bool Renderer::setProjectionMatrix(float width, float height, float fAspect, float fNearPlane, float fFarPlane) {
|
||||
|
@ -5443,13 +5443,13 @@ void doT2D(WGame &game) {
|
||||
}
|
||||
|
||||
void CaricaSaves(WGame &game) {
|
||||
warning("STUBBED: CaricaSaves");
|
||||
#if 0
|
||||
int i, j;
|
||||
char DataFile[MAX_PATH];
|
||||
char GfxFile[MAX_PATH];
|
||||
char Temp[10];
|
||||
char Data[T3D_NAMELEN + 8];
|
||||
warning("STUBBED: CaricaSaves");
|
||||
#if 0
|
||||
FILE *file;
|
||||
|
||||
NSaves = 0;
|
||||
|
@ -28,7 +28,7 @@ namespace Watchmaker {
|
||||
|
||||
Common::SharedPtr<Common::SeekableReadStream> WorkDirs::resolveFile(const Common::String &path, bool noFastFile) {
|
||||
Common::String converted = path;
|
||||
for (int i = 0; i < path.size(); i++) {
|
||||
for (uint i = 0; i < path.size(); i++) {
|
||||
if (converted[i] == '\\') {
|
||||
converted.setChar('/', i);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user