WATCHMAKER: Fix Various GCC Compiler Warnings

This commit is contained in:
D G Turner 2023-04-29 16:00:03 +01:00
parent 3242a3338b
commit be178cf88e
13 changed files with 21 additions and 41 deletions

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@ -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;

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@ -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-------------------

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@ -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);

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@ -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();

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@ -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.

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@ -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

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@ -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

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@ -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;

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@ -50,8 +50,7 @@ int WMakerMain() {
warning("The Watchmaker");
//CreateWindow()
int loaderFlags = 0;
//loaderFlags = ParseCommandLine()
//int loaderFlags = ParseCommandLine()
WGame *game = new WGame;

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@ -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.

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@ -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) {

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@ -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;

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@ -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);
}