SAGA2: More warning fixes

This commit is contained in:
Eugene Sandulenko
2021-07-01 01:36:49 +02:00
parent 5eadf11a37
commit f8024e73cc
3 changed files with 14 additions and 24 deletions
+1 -1
View File
@@ -325,7 +325,7 @@ void GrabInfo::replaceObject(void) {
// This function is called to request a new mouse text string. If there
// is currently no grabbed object the text will be displayed, else the
// text pointer will simply be saved.
void GrabInfo::setText(char *txt) {
void GrabInfo::setText(const char *txt) {
if ((txt != NULL) && strlen(txt)) {
strncpy(textBuf, txt, bufSize);
textBuf[ bufSize - 1 ] = '\0';
+1 -1
View File
@@ -141,7 +141,7 @@ public:
void replaceObject(void);
// request a change to the mouse cursor text
void setText(char *txt);
void setText(const char *txt);
// request a change to the mouse gauge
void setGauge(int16 numerator, int16 denominator);
+12 -22
View File
@@ -547,7 +547,7 @@ static void evalMouseState(void) {
// intention to walk to the actor, else
// set the intention to pick up the object
if (isActor(pickedObject)) {
Actor *a = (Actor *)obj;
a = (Actor *)obj;
mouseInfo.setIntent(
!a->isDead()
@@ -580,7 +580,7 @@ static void evalMouseState(void) {
if (mousePressed
&& !clickActionDone
&& mouseInfo.getObject() == NULL) {
Actor *a = getCenterActor();
a = getCenterActor();
// Since the mouse is being dragged, initiate
// the effects of the mouse drag
@@ -670,24 +670,15 @@ void loadTileModeState(SaveFileReader &saveGame) {
// Initialize the Tile mode
void TileModeSetup(void) {
GameObject *viewActor;
// Load in decorative panels for the main window (for this mode)
mainWindow->setDecorations(mainWindowDecorations,
elementsof(mainWindowDecorations),
imageRes);
mainWindow->setDecorations(mainWindowDecorations, elementsof(mainWindowDecorations), imageRes);
// Test to draw borders.
// REM: We should actually have a routine to refresh the window...
mainWindow->draw();
// Create a control covering the map area.
tileMapControl = new gStickyDragControl(*playControls,
tileRect,
0,
cmdClickTileMap);
checkAlloc(tileMapControl);
tileMapControl = new gStickyDragControl(*playControls, tileRect, 0, cmdClickTileMap);
//Enable Tile Mode Specific Controls
tileControls->enable(TRUE);
@@ -886,12 +877,8 @@ void TileModeHandleTask(void) {
mouseInfo.setText(cursorText);
if (isActor(pickedObject)) {
Actor *a;
a = (Actor *)GameObject::objectAddress(pickedObject);
mouseInfo.setGauge(
a->getStats()->vitality,
a->getBaseStats()->vitality);
mouseInfo.setGauge(a->getStats()->vitality, a->getBaseStats()->vitality);
} else {
mouseInfo.clearGauge();
}
@@ -953,7 +940,7 @@ void TileModeHandleKey(int16 key, int16 qual) {
Actor *a = getCenterActor();
Location l(a->getLocation(), a->IDParent());
GameObject *object = (GameObject *)getCenterActor();
//GameObject *object = (GameObject *)getCenterActor();
lastUnusedKey = '\0';
//This is for moving center actor in cardinal directions
@@ -1269,7 +1256,7 @@ static APPFUNC(cmdClickTileMap) {
}
}
} else if (pickedObject != Nothing) {
GameObject *obj = GameObject::objectAddress(pickedObject);
//GameObject *obj = GameObject::objectAddress(pickedObject);
if (mouseInfo.getDoable()) {
PlayerActorID pID;
@@ -1403,13 +1390,16 @@ static APPFUNC(cmdClickTileMap) {
mousePressed = TRUE;
}
break;
default:
break;
}
}
//-----------------------------------------------------------------------
// Sets up a motion task for the main character.
void navigateDirect(TilePoint pick, bool runFlag) {
void navigateDirect(TilePoint pick, bool runFlag_) {
Actor *a = getCenterActor(); // addr of actor we control
if (a) {
@@ -1417,7 +1407,7 @@ void navigateDirect(TilePoint pick, bool runFlag) {
// REM: Do running here...
MotionTask::walkToDirect(*a, pick, runFlag, FALSE);
MotionTask::walkToDirect(*a, pick, runFlag_, FALSE);
}
}