SAGA2: Fix warnings in objects.cpp
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1cc521808f
commit
d295808363
4 changed files with 14 additions and 18 deletions
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@ -501,7 +501,7 @@ int16 RRandom(int16 c, int16 s, int16 id) {
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/* ============================================================================ *
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Main interpreter
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* ============================================================================ */
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void print_script_name(uint8 *codePtr, char *descr = NULL) {
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void print_script_name(uint8 *codePtr, const char *descr = NULL) {
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char scriptName[32];
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uint8 *sym = codePtr - 1;
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uint8 length = MIN<uint>(*sym, sizeof scriptName - 1);
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@ -515,7 +515,7 @@ void print_script_name(uint8 *codePtr, char *descr = NULL) {
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debugC(1, kDebugScripts, "Scripts: %d op_enter: ::%s ", lastExport, scriptName);
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}
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char *objectName(int16 segNum, uint16 segOff) {
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const char *objectName(int16 segNum, uint16 segOff) {
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//static nameBuf[64];
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if (segNum >= 0)
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@ -436,8 +436,6 @@ void GameObject::append(ObjectID newParent) {
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// one, so we need to get the right one.
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headPtr = getHeadPtr(newParent, _data.location);
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GameObject *parent = GameObject::objectAddress(newParent);
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// Link us in to the parent's chain
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_data.parentID = newParent;
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@ -1474,8 +1472,9 @@ void GameObject::updateState(void) {
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Object Names
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* ======================================================================= */
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char *GameObject::nameText(uint16 index) {
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if (index < 0 || index >= nameListCount) return "Bad Name Index";
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const char *GameObject::nameText(uint16 index) {
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if (index < 0 || index >= nameListCount)
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return "Bad Name Index";
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return nameList[index];
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}
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@ -1483,7 +1482,6 @@ char *GameObject::nameText(uint16 index) {
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#define INTANGIBLE_MASK (ProtoObj::isEnchantment|ProtoObj::isSpell|ProtoObj::isSkill)
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TilePoint GameObject::getFirstEmptySlot(GameObject *obj) {
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int16 slotCount = 0;
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ObjectID objID;
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GameObject *item;
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TilePoint newLoc, temp;
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@ -1795,8 +1793,7 @@ bool GameObject::addTimer(TimerID id) {
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bool GameObject::addTimer(TimerID id, int16 frameInterval) {
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TimerList *timerList;
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Timer *newTimer,
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*timerInList;
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Timer *newTimer;
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// Create the new timer
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if ((newTimer = new Timer(this, id, frameInterval)) == nullptr)
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@ -1874,7 +1871,6 @@ void GameObject::removeAllTimers(void) {
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bool GameObject::addSensor(Sensor *newSensor) {
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SensorList *sensorList;
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Sensor *sensorInList;
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// Fetch the existing sensor list for this object or allocate a
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// new one
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@ -2081,8 +2077,8 @@ bool GameObject::canSenseSpecificActor(
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SpecificActorSensor sensor(this, 0, range, a);
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if (isActor(this)) {
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Actor *a = (Actor *) this;
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return sensor.check(info, a->enchantmentFlags);
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Actor *ac = (Actor *)this;
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return sensor.check(info, ac->enchantmentFlags);
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}
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return sensor.check(info, nonActorSenseFlags);
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}
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@ -173,7 +173,7 @@ public:
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ObjectID thisID(void); // calculate our own ID value
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static char *nameText(uint16 index);
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static const char *nameText(uint16 index);
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protected:
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// get address of head-of-chain id.
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@ -465,7 +465,7 @@ public:
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Location notGetWorldLocation(void);
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// Return the name of this object (proper noun if it has one)
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char *objName(void) {
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const char *objName(void) {
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return nameText((int16)(
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_data.nameIndex > 0 ? _data.nameIndex : prototype->nameIndex));
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}
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@ -485,7 +485,7 @@ public:
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}
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// Return the name of this type of object
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char *protoName(void) {
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const char *protoName(void) {
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return nameText(prototype->nameIndex);
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}
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@ -114,8 +114,8 @@ int stringf(char *buffer, long maxlen, int formatStr, int16 *args) {
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GameObject *obj = GameObject::objectAddress(*args++);
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// Obtain SAGA string, copy to buffer (if it fits)
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for (dptr = obj->objName(); *dptr && buffer < bufEnd;) {
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*buffer++ = *dptr++;
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for (const char *dptr1 = obj->objName(); *dptr1 && buffer < bufEnd;) {
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*buffer++ = *dptr1++;
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}
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} else {
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// Write the character after the '%' to the buffer
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