[Scummvm-git-logs] scummvm master -> ad486c22e26ba592fa9a6732b54bdef21caa28ba
digitall
noreply at scummvm.org
Sat Apr 29 20:38:10 UTC 2023
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
ad486c22e2 WATCHMAKER: Further Fixes For GCC Compiler Warnings
Commit: ad486c22e26ba592fa9a6732b54bdef21caa28ba
https://github.com/scummvm/scummvm/commit/ad486c22e26ba592fa9a6732b54bdef21caa28ba
Author: D G Turner (digitall at scummvm.org)
Date: 2023-04-29T21:37:44+01:00
Commit Message:
WATCHMAKER: Further Fixes For GCC Compiler Warnings
Changed paths:
engines/watchmaker/3d/animation.cpp
engines/watchmaker/3d/geometry.cpp
engines/watchmaker/classes/do_system.cpp
engines/watchmaker/game.cpp
engines/watchmaker/init/nl_parse.cpp
engines/watchmaker/ll/ll_util.cpp
diff --git a/engines/watchmaker/3d/animation.cpp b/engines/watchmaker/3d/animation.cpp
index b4f3b9feaef..3965988aa86 100644
--- a/engines/watchmaker/3d/animation.cpp
+++ b/engines/watchmaker/3d/animation.cpp
@@ -585,8 +585,8 @@ t3dCHARACTER *t3dLoadCharacter(WGame &game, const char *pname, uint16 num) {
b->Body->NumNormals = 0;
b->Body->NumVerticesNormals = 0;
- for (uint16 n = 0; n < b->Body->NumMeshes(); n++) {
- t3dMESH &mesh = b->Body->MeshTable[n];
+ for (uint16 i = 0; i < b->Body->NumMeshes(); i++) {
+ t3dMESH &mesh = b->Body->MeshTable[i];
for (f = 0; f < mesh.NumFaces(); f++) {
mesh.FList[f].n = nullptr;
}
@@ -622,9 +622,9 @@ t3dCHARACTER *t3dLoadCharacter(WGame &game, const char *pname, uint16 num) {
t3dVectFill(&b->Mesh->BBox[7].p,0.0f);
b->Mesh->Flags|=T3D_MESH_NOBOUNDBOX;
*/
- for (uint16 n = 0; n < b->Body->NumMeshes(); n++) {
- b->Body->MeshTable[n].Flags |= T3D_MESH_CHARACTER;
- b->Body->MeshTable[n].Flags &= ~T3D_MESH_MIRROR;
+ for (uint16 i = 0; i < b->Body->NumMeshes(); i++) {
+ b->Body->MeshTable[i].Flags |= T3D_MESH_CHARACTER;
+ b->Body->MeshTable[i].Flags &= ~T3D_MESH_MIRROR;
}
t3dVectFill(&b->Pos, 0.0f);
diff --git a/engines/watchmaker/3d/geometry.cpp b/engines/watchmaker/3d/geometry.cpp
index aef3cfd22bf..2814c8ebc7f 100644
--- a/engines/watchmaker/3d/geometry.cpp
+++ b/engines/watchmaker/3d/geometry.cpp
@@ -201,7 +201,6 @@ void t3dCheckBlockMesh(Common::Array<t3dMESH> &mt, uint32 NumMeshes, t3dMESH *bl
t3dF32 xa, za, xb, zb, xc, zc, xd, zd;
t3dF32 r, s, divisor;
- uint32 i, j;
uint8 ref[4] = {2, 3, 6, 7};
if (!blockmesh || mt.empty() || !blockmesh->VertexBuffer) return;
@@ -216,7 +215,7 @@ void t3dCheckBlockMesh(Common::Array<t3dMESH> &mt, uint32 NumMeshes, t3dMESH *bl
t3dFACE &f = blockmesh->FList[j];
if (!f.n) continue;
- for (i = 0; i < 3; i++) {
+ for (uint32 i = 0; i < 3; i++) {
if (blockmesh->VBptr[f.VertexIndex[i]].x < xa) {
xa = blockmesh->VBptr[f.VertexIndex[i]].x;
za = blockmesh->VBptr[f.VertexIndex[i]].z;
@@ -229,11 +228,12 @@ void t3dCheckBlockMesh(Common::Array<t3dMESH> &mt, uint32 NumMeshes, t3dMESH *bl
}
blockmesh->VBptr = nullptr;
- for (i = 0; i < NumMeshes; i++) {
+ for (uint32 i = 0; i < NumMeshes; i++) {
t3dMESH &mesh = mt[i];
if ((mesh.Flags & T3D_MESH_HIDDEN) || (mesh.Flags & T3D_MESH_INVISIBLEFROMSECT))
continue;
+ uint32 j;
for (j = 0; j < 4; j++) {
xd = mesh.Trasl.x + mesh.BBox[ref[j]].p.x;
zd = mesh.Trasl.z + mesh.BBox[ref[j]].p.z;
@@ -882,7 +882,7 @@ void CalcBones(t3dMESH *mesh, t3dBONEANIM *Anim, int32 Frame) {
t3dBONE *bone;
t3dM3X3F *Matrix;
t3dV3F *Trasl, Appov;
- int32 i, cv, *pmodvert;
+ int32 i, cv;
gVertex *Newptr;
uint8 *Average/*,first=0*/;
uint32 memalloc = 0;
@@ -1581,7 +1581,7 @@ void t3dCalcVolumetricLights(t3dMESH *m, t3dBODY *body) {
* --------------------------------------------------*/
void t3dLightCharacter(t3dCHARACTER *Ch) {
t3dMESH *mesh;
- uint32 i, j;
+ uint32 j;
t3dV3F l;
t3dF32 dist, far_range, near_range, AttenIntensity;
t3dF32 ang, half_hotspot, half_falloff, SpotIntensity;
@@ -1617,7 +1617,7 @@ void t3dLightCharacter(t3dCHARACTER *Ch) {
}
t3dVectAdd(&ppos, &mesh->Trasl, &mesh->Pos);
- //for (i = 0; i < Ch->CurRoom->NumLights(); i++, lt++) {
+ //for (uint32 i = 0; i < Ch->CurRoom->NumLights(); i++, lt++) {
for (auto < : Ch->CurRoom->LightTable) {
if (!(lt.Type & T3D_LIGHT_LIGHTON)) continue;
if (!(lt.Type & T3D_LIGHT_REALTIME)) continue;
@@ -2174,8 +2174,8 @@ void t3dRenderWater(t3dMESH &mesh, uint32 Type) {
*texturedest=*(texturesource+((Xoffset*2+Yoffset*pitch)&(dimy*dimy*2-1)));
}*/
- for (uint32 j = 0; j < (dimy); j++)
- for (uint32 i = 0; i < (dimx); i++, texturedest++, WaterBuffer++, textsource++) {
+ for (int32 j = 0; j < dimy; j++)
+ for (int32 i = 0; i < dimx; i++, texturedest++, WaterBuffer++, textsource++) {
if (Type & T3D_MESH_POOLWATER) {
Xoffset = ((*(WaterBuffer - 1)) - (*(WaterBuffer + 1))) >> 16;
Yoffset = ((*(WaterBuffer - dimx)) - (*(WaterBuffer + dimx))) >> 16;
@@ -2327,10 +2327,10 @@ void t3dSetFaceVisibility(t3dMESH *mesh, t3dCAMERA *cam) {
if (!(mesh->VBptr = mesh->VertexBuffer))
continue;
- for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++) {
t3dV3F v;
- gVertex *gv = &mesh->VBptr[f.VertexIndex[i]];
- t3dV3F *n = &mesh->NList[f.VertexIndex[i]]->n;
+ gVertex *gv = &mesh->VBptr[f.VertexIndex[j]];
+ t3dV3F *n = &mesh->NList[f.VertexIndex[j]]->n;
t3dVectTransform(&v, n, &m);
gv->u1 = (v.x);
gv->v1 = (v.y);
@@ -2430,6 +2430,10 @@ void t3dCAMERA::normalizedSight() {
* t3dCalcHalos
* --------------------------------------------------*/
void t3dCalcHalos(t3dBODY *b) {
+ // The userVertexBuffer stuff is not ready yet, giving us nullptr writes.
+ warning("TODO: t3dCalcHalos");
+ return;
+
gMaterial *Material;
int16 T1;
uint32 uvbc;
@@ -2439,10 +2443,6 @@ void t3dCalcHalos(t3dBODY *b) {
//uint16 *fp;
t3dV3F v0, v1, v2, v3, tmp;
- // The userVertexBuffer stuff is not ready yet, giving us nullptr writes.
- warning("TODO: t3dCalcHalos");
- return;
-
for (i = 0; i < b->NumLights(); i++) {
t3dLIGHT &l = b->LightTable[i];
if (!(l.Type & T3D_LIGHT_LIGHTON)) continue;
diff --git a/engines/watchmaker/classes/do_system.cpp b/engines/watchmaker/classes/do_system.cpp
index 54bd244addf..f3522c12aa4 100644
--- a/engines/watchmaker/classes/do_system.cpp
+++ b/engines/watchmaker/classes/do_system.cpp
@@ -516,7 +516,6 @@ void ProcessTime(WGame &game) {
// warning("STUBBED ProcessTime");
// LARGE_INTEGER pf,pt;
- int32 i;
TheTime = ReadTime();
// QueryPerformanceFrequency(&pf);QueryPerformanceCounter(&pt);
diff --git a/engines/watchmaker/game.cpp b/engines/watchmaker/game.cpp
index 2a1123cdb42..fae7ac43f34 100644
--- a/engines/watchmaker/game.cpp
+++ b/engines/watchmaker/game.cpp
@@ -118,7 +118,6 @@ bool WGame::CheckAndLoadMoglieSupervisoreModel(int32 c) {
warning("CheckAndLoadMoglieSupervisoreModel(workDirs, %d)", c);
char RemoveName[128] = "";
char RemoveNameHI[128] = "";
- int32 j;
if (c == ocMOGLIESUPERVISORE) {
if (bMoglieGym && (!Character[c]->Body->name.contains("MoglieGym"))) {
@@ -501,7 +500,6 @@ bool WGame::LoadAndSetup(const Common::String &name, uint8 lite) {
* UpdateAll
* --------------------------------------------------*/
void WGame::UpdateAll() {
- int32 i;
UpdateRoomVisibility(*this);
auto bodies = _roomManager->getLoadedFiles();
for (auto loadedBody : bodies) {
@@ -602,7 +600,7 @@ void WGame::LoadMisc() {
void WGame::GameLoop() {
bool done = false;
- bool bGotMsg = false;
+ //bool bGotMsg = false;
//MSG msg;
// TODO: These two should be adjusted if the game loses focus or needs to get a new context.
@@ -636,12 +634,11 @@ void WGame::GameLoop() {
}
void WGame::CleanUpAndPostQuit() {
- uint16 i;
- extern char *TextBucket;
-
gameOptions.save(workDirs);
warning("STUBBED CleanupAndPostQuit");
#if 0
+ extern char *TextBucket;
+
if (CreditsNames) t3dFree(CreditsNames);
if (CreditsRoles) t3dFree(CreditsRoles);
@@ -652,7 +649,7 @@ void WGame::CleanUpAndPostQuit() {
CheckExtraLocalizationStrings(0);
- for (i = 0; i < T3D_MAX_CHARACTERS; i++) {
+ for (uint16 i = 0; i < T3D_MAX_CHARACTERS; i++) {
if ((i != ocCURPLAYER) && (Character[i]))
CharStop(i);
@@ -661,7 +658,7 @@ void WGame::CleanUpAndPostQuit() {
Character[i] = nullptr;
}
Player = nullptr;
- for (i = 0; i < NumLoadedFiles; i++) {
+ for (uint16 i = 0; i < NumLoadedFiles; i++) {
t3dReleaseBody(LoadedFiles[i].b);
LoadedFiles[i].b = nullptr;
}
diff --git a/engines/watchmaker/init/nl_parse.cpp b/engines/watchmaker/init/nl_parse.cpp
index 1cb0931049c..b20a857d9fe 100644
--- a/engines/watchmaker/init/nl_parse.cpp
+++ b/engines/watchmaker/init/nl_parse.cpp
@@ -28,9 +28,6 @@
namespace Watchmaker {
unsigned int jStringLimit = J_MAXSTRLEN, jTillEOL = 0, jUsingComments = 0;
-unsigned int nlLineCounter;
-char nlCurFileName[200];
-static Common::SeekableReadStream *nlCurFile;
// PELS: supporto per il parsing dei .nl **********************************
static void (*ErrorFunc)(void) = nullptr;
@@ -44,7 +41,7 @@ int ParseError(const char *ln, ...) {
va_start(ap, ln);
vsprintf(err, ln, ap);
va_end(ap);
- warning("%s,%d: %s", nlCurFileName, nlLineCounter, err);
+ warning("%s", err);
return 0;
}
diff --git a/engines/watchmaker/ll/ll_util.cpp b/engines/watchmaker/ll/ll_util.cpp
index 0776d6ce366..0b01592b780 100644
--- a/engines/watchmaker/ll/ll_util.cpp
+++ b/engines/watchmaker/ll/ll_util.cpp
@@ -204,8 +204,6 @@ int32 WhatObj(WGame &game, int32 mx, int32 my, uint8 op) {
* getRoomFromStr
* --------------------------------------------------*/
int16 getRoomFromStr(Init &init, const Common::String &s) {
- char t[100]; //, *str;
-
auto end = s.findLastOf(".-");
if (end == s.npos) {
end = s.size() - 1;
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