[Scummvm-cvs-logs] SF.net SVN: scummvm:[52139] scummvm/trunk/engines/hugo

sev at users.sourceforge.net sev at users.sourceforge.net
Tue Aug 17 11:47:46 CEST 2010


Revision: 52139
          http://scummvm.svn.sourceforge.net/scummvm/?rev=52139&view=rev
Author:   sev
Date:     2010-08-17 09:47:46 +0000 (Tue, 17 Aug 2010)

Log Message:
-----------
HUGO: Fix warnings

Modified Paths:
--------------
    scummvm/trunk/engines/hugo/engine.cpp
    scummvm/trunk/engines/hugo/file.cpp
    scummvm/trunk/engines/hugo/game.h

Modified: scummvm/trunk/engines/hugo/engine.cpp
===================================================================
--- scummvm/trunk/engines/hugo/engine.cpp	2010-08-17 09:45:14 UTC (rev 52138)
+++ scummvm/trunk/engines/hugo/engine.cpp	2010-08-17 09:47:46 UTC (rev 52139)
@@ -235,7 +235,7 @@
 	seq_t    *currImage;
 	int       x1, x2, y1, y2;                       // object coordinates
 	int       dx, dy;                               // Allowable motion wrt boundary
-	char      radius;                               // Radius for chase (8 bit signed)
+	int8      radius;                               // Radius for chase (8 bit signed)
 
 	debugC(4, kDebugEngine, "moveObjects");
 
@@ -465,7 +465,7 @@
 	inc = (vy > 0 ? 1 : -1);
 	for (j = y + inc; j != (y + vy + inc); j += inc) //Search by byte
 		for (i = x1 >> 3; i <= x2 >> 3; i++)
-			if (b = _boundary[j * XBYTES + i] | _objBound[j * XBYTES + i]) {    // Any bit set
+			if ((b = _boundary[j * XBYTES + i] | _objBound[j * XBYTES + i]) != 0) {    // Any bit set
 				// Make sure boundary bits fall on line segment
 				if (i == (x2 >> 3))                 // Adjust right end
 					b &= 0xff << ((i << 3) + 7 - x2);
@@ -921,7 +921,7 @@
 // An object has collided with a boundary.  See if any actions are required
 void HugoEngine::boundaryCollision(object_t *obj) {
 	int         x, y, dx, dy;
-	char        radius;                             // 8 bits signed
+	int8        radius;                             // 8 bits signed
 	hotspot_t   *hotspot;
 
 	debugC(1, kDebugEngine, "boundaryCollision");

Modified: scummvm/trunk/engines/hugo/file.cpp
===================================================================
--- scummvm/trunk/engines/hugo/file.cpp	2010-08-17 09:45:14 UTC (rev 52138)
+++ scummvm/trunk/engines/hugo/file.cpp	2010-08-17 09:47:46 UTC (rev 52139)
@@ -51,7 +51,7 @@
 // Convert 4 planes (RGBI) data to 8-bit DIB format
 // Return original plane data ptr
 	uint16 r, g, b, i;                              // Byte index within each plane
-	char   bit;                                     // Bit index within a byte
+	int8   bit;                                     // Bit index within a byte
 
 	debugC(2, kDebugFile, "convertPCC(byte *p, %d, %d, image_pt data_p)", y, bpl);
 
@@ -337,7 +337,7 @@
 // Open and read in an overlay file, close file
 	uint32       i;
 	int16        j, k;
-	char         data;                              // Must be 8 bits signed
+	int8         data;                              // Must be 8 bits signed
 	image_pt     tmpImage = image;                  // temp ptr to overlay file
 	sceneBlock_t sceneBlock;                        // Database header entry
 

Modified: scummvm/trunk/engines/hugo/game.h
===================================================================
--- scummvm/trunk/engines/hugo/game.h	2010-08-17 09:45:14 UTC (rev 52138)
+++ scummvm/trunk/engines/hugo/game.h	2010-08-17 09:47:46 UTC (rev 52139)
@@ -361,7 +361,7 @@
 	int      timer;                                 // Time to set off the action
 	int      objNumb;                               // The object number
 	int      newPathType;                           // New path type
-	char     vxPath, vyPath;                        // Max delta velocities e.g. for CHASE
+	int8     vxPath, vyPath;                        // Max delta velocities e.g. for CHASE
 };
 
 struct act11 {                                      // Type 11 - Conditional on object's state
@@ -400,7 +400,7 @@
 	int      timer;                                 // Time to set off the action
 	int      obj1;                                  // The object number homing in
 	int      obj2;                                  // The object number to home in on
-	char     dx, dy;                                // Max delta velocities
+	int8     dx, dy;                                // Max delta velocities
 };
 // Note: Don't set a sequence at time 0 of a new screen, it causes
 // problems clearing the boundary bits of the object!  timer > 0 is safe
@@ -734,11 +734,11 @@
 	byte       cycleNumb;                           // No. of times to cycle
 	byte       frameInterval;                       // Interval (in ticks) between frames
 	byte       frameTimer;                          // Decrementing timer for above
-	char       radius;                              // Defines sphere of influence by hero
+	int8       radius;                              // Defines sphere of influence by hero
 	byte       screenIndex;                         // Screen in which object resides
 	int        x, y;                                // Current coordinates of object
 	int        oldx, oldy;                          // Previous coordinates of object
-	char       vx, vy;                              // Velocity
+	int8       vx, vy;                              // Velocity
 	byte       objValue;                            // Value of object
 	int        genericCmd;                          // Bit mask of 'generic' commands for object
 	uint16     cmdIndex;                            // ptr to list of cmd structures for verbs
@@ -750,8 +750,8 @@
 	int16      direction;                           // Direction to view object from
 	byte       curSeqNum;                           // Save which seq number currently in use
 	byte       curImageNum;                         // Save which image of sequence currently in use
-	char       oldvx;                               // Previous vx (used in wandering)
-	char       oldvy;                               // Previous vy
+	int8       oldvx;                               // Previous vx (used in wandering)
+	int8       oldvy;                               // Previous vy
 };
 
 // Following is structure of verbs and nouns for 'background' objects


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