Fix several more warnings

- As a side-effect, weapons with key skills other than the conventional three (edged, bashing, pole) are now fully supported (though the scenario editor UI doesn't yet support them)
This commit is contained in:
2015-01-11 16:43:23 -05:00
parent 148fa56a14
commit 43e4bcc048
17 changed files with 20 additions and 74 deletions

View File

@@ -330,7 +330,6 @@ void win_draw_string(sf::RenderTarget& dest_window,rectangle dest_rect,std::stri
if(mode == eTextMode::WRAP) {
moveTo = location(dest_rect.left + 1 + adjust_x, dest_rect.top + 1 + adjust_y + 9);
for(i = 0; text_len(i) != text_len(i + 1) && i < str_len;i++) {
int iLen = text_len(i), lineLen = text_len(last_line_break);
if(((text_len(i) - text_len(last_line_break) > (dest_rect.width() - 6))
&& (last_word_break >= last_line_break)) || (str[i] == '|')) {
if(str[i] == '|') {

View File

@@ -41,58 +41,6 @@ void port_town(legacy::town_record_type* dummy_town_ptr){
}
static void port_dummy_t_d(short size,char *buffer) {
short i;
legacy::big_tr_type *d1;
legacy::ave_tr_type *d2;
legacy::tiny_tr_type *d3;
if(cur_scen_is_mac != mac_is_intel)
return;
switch(size) {
case 0:
d1 = (legacy::big_tr_type *) buffer;
for(i =0 ; i < 16; i++)
flip_rect(&d1->room_rect[i]);
for(i =0 ; i < 60; i++) {
flip_short(&d1->creatures[i].spec1);
flip_short(&d1->creatures[i].spec2);
flip_short(&d1->creatures[i].monster_time);
flip_short(&d1->creatures[i].personality);
flip_short(&d1->creatures[i].special_on_kill);
flip_short(&d1->creatures[i].facial_pic);
}
break;
case 1:
d2 = (legacy::ave_tr_type *) buffer;
for(i =0 ; i < 16; i++)
flip_rect(&d2->room_rect[i]);
for(i =0 ; i < 40; i++) {
flip_short(&d2->creatures[i].spec1);
flip_short(&d2->creatures[i].spec2);
flip_short(&d2->creatures[i].monster_time);
flip_short(&d2->creatures[i].personality);
flip_short(&d2->creatures[i].special_on_kill);
flip_short(&d2->creatures[i].facial_pic);
}
break;
case 2:
d3 = (legacy::tiny_tr_type *) buffer;
for(i =0 ; i < 16; i++)
flip_rect(&d3->room_rect[i]);
for(i =0 ; i < 30; i++) {
flip_short(&d3->creatures[i].spec1);
flip_short(&d3->creatures[i].spec2);
flip_short(&d3->creatures[i].monster_time);
flip_short(&d3->creatures[i].personality);
flip_short(&d3->creatures[i].special_on_kill);
flip_short(&d3->creatures[i].facial_pic);
}
break;
}
}
void port_talk_nodes(legacy::talking_record_type* dummy_talk_ptr) {
short i;

View File

@@ -82,11 +82,11 @@ SpecialParser::SpecialParser() {
#undef _
auto SpecialParser::on_error(const Rule::scanner_t& scan, spirit::parser_error<eParseError, Iter> error) -> ErrStatus {
auto SpecialParser::on_error(const Rule::scanner_t&, spirit::parser_error<eParseError, Iter>) -> ErrStatus {
return ErrStatus(ErrStatus::fail);
}
void init_specials_parse() {
static void init_specials_parse() {
opcode.add((*eSpecType::NONE).opcode().c_str(), eSpecType::NONE);
// Fill in all the opcodes and check for missing types.
// There's really no need to check all the way to the max of the underlying type.