Merge branch 'master' of github.com:Warzone2100/warzone2100
* 'master' of github.com:Warzone2100/warzone2100: 68 warnings on the wall, take some down, grind them to dust (with help from per), 40 warnings on the wall.master
commit
1b28712974
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@ -175,7 +175,7 @@ BOOL scriptGetVarIndex(SCRIPT_CODE *psCode, char *pID, UDWORD *pIndex)
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these aren't currently checked for, but it's a lot clearer what's going on if they're all here */
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BOOL scriptTypeIsPointer(INTERP_TYPE type)
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{
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ASSERT( ((type < ST_MAXTYPE) || (type >= VAL_REF)), "scriptTypeIsPointer: invalid type: %d", type );
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ASSERT((_scr_user_types)type < ST_MAXTYPE || type >= VAL_REF, "Invalid type: %d", type);
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// any value or'ed with VAL_REF is a pointer
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if (type >= VAL_REF) return true;
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switch (type) {
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@ -78,7 +78,7 @@ bool PlayList_Read(const char* path)
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}
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// Find the end of the songList
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for (; *last; last = &(*last)->next);
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for (; *last; last = &(*last)->next) {}
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while (!PHYSFS_eof(fileHandle))
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{
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@ -944,12 +944,10 @@ void processMouseClickInput(void)
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// can't build if res extractors arent available.
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if (item == MT_RESOURCE)
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{
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for (i=0;(i<numStructureStats)&&(asStructureStats[i].type != REF_RESOURCE_EXTRACTOR);i++); // find resource stat
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for (i = 0; i < numStructureStats && asStructureStats[i].type != REF_RESOURCE_EXTRACTOR; i++) {} // find resource stat
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if (i < numStructureStats && apStructTypeLists[selectedPlayer][i] != AVAILABLE) // check if you can build it!
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{
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if( (i < numStructureStats) && (apStructTypeLists[selectedPlayer][i] != AVAILABLE)) // check if you can build it!
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{
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item = MT_BLOCKING; // don't allow build pointer.
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}
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item = MT_BLOCKING; // don't allow build pointer.
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}
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}
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@ -6229,9 +6229,7 @@ BOOL intAddProximityButton(PROXIMITY_DISPLAY *psProxDisp, UDWORD inc)
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{
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for(cnt = IDPROX_START;cnt<IDPROX_END;cnt++)
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{ // go down the prox msgs and see if it's free.
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for (psProxDisp2 = apsProxDisp[selectedPlayer];
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psProxDisp2 &&(psProxDisp2->buttonID!=cnt) ;
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psProxDisp2 = psProxDisp2->psNext);
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for (psProxDisp2 = apsProxDisp[selectedPlayer]; psProxDisp2 && psProxDisp2->buttonID != cnt; psProxDisp2 = psProxDisp2->psNext) {}
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if(psProxDisp == NULL) // value was unused.
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{
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@ -549,9 +549,7 @@ BOOL saveKeyMap(void)
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WRITE(&psMapping->action, sizeof(KEY_ACTION)); // action
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// function to map to!
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for (count = 0; keyMapSaveTable[count] != NULL
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&& keyMapSaveTable[count] != psMapping->function;
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count++);
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for (count = 0; keyMapSaveTable[count] != NULL && keyMapSaveTable[count] != psMapping->function; count++) {}
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if(keyMapSaveTable[count] == NULL)
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{
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debug( LOG_FATAL, "can't find keymapped function %s in the keymap save table at %d!", name, count );
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@ -730,7 +730,7 @@ SDWORD i;
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break;
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}
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if(keyToProcess->subKeyCode == KEY_MAXSCAN)
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if (keyToProcess->subKeyCode == (KEY_CODE)KEY_MAXSCAN)
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{
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continue;
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}
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@ -2655,7 +2655,7 @@ void moveUpdateDroid(DROID *psDroid)
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updateDroidOrientation(psDroid);
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}
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if( (psDroid->inFire && psDroid->type != DROID_PERSON) && psDroid->visible[selectedPlayer])
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if( (psDroid->inFire && psDroid->droidType != DROID_PERSON) && psDroid->visible[selectedPlayer])
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{
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pos.x = psDroid->pos.x + (18-rand()%36);
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pos.z = psDroid->pos.y + (18-rand()%36);
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@ -404,9 +404,7 @@ DROID_TEMPLATE *IdToTemplate(UDWORD tempId,UDWORD player)
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// Check if we know which player this is from, in that case, assume it is a player template
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if (player != ANYPLAYER && player < MAX_PLAYERS)
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{
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for (psTempl = apsDroidTemplates[player]; // follow templates
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(psTempl && (psTempl->multiPlayerID != tempId ));
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psTempl = psTempl->psNext);
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for (psTempl = apsDroidTemplates[player]; psTempl && (psTempl->multiPlayerID != tempId); psTempl = psTempl->psNext) {} // follow templates
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return psTempl;
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}
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@ -531,9 +529,7 @@ Vector3i cameraToHome(UDWORD player,BOOL scroll)
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UDWORD x,y;
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STRUCTURE *psBuilding;
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for (psBuilding = apsStructLists[player];
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psBuilding && (psBuilding->pStructureType->type != REF_HQ);
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psBuilding= psBuilding->psNext);
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for (psBuilding = apsStructLists[player]; psBuilding && (psBuilding->pStructureType->type != REF_HQ); psBuilding= psBuilding->psNext) {}
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if(psBuilding)
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{
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@ -105,9 +105,7 @@ BOOL recvBuildFinished(NETQUEUE queue)
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// The building wasn't started, so we'll have to just plonk it down in the map.
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// Find the structures stats
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for (typeindex=0; // Find structure target
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(typeindex<numStructureStats ) && (asStructureStats[typeindex].ref != type);
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typeindex++);
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for (typeindex = 0; typeindex < numStructureStats && asStructureStats[typeindex].ref != type; typeindex++) {} // Find structure target
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// Check for similar buildings, to avoid overlaps
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if (TileHasStructure(mapTile(map_coord(pos.x), map_coord(pos.y))))
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@ -523,12 +523,9 @@ void fillUpStats( void )
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infoBars[STAT_STR_BLOWN_UP].percent = PERCENT(length,STAT_BAR_WIDTH);
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/* Finally the force information - need amount of droids as well*/
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for(psDroid = apsDroidLists[selectedPlayer],numUnits = 0;
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psDroid; psDroid = psDroid->psNext,numUnits++);
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for(psDroid = mission.apsDroidLists[selectedPlayer];
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psDroid; psDroid = psDroid->psNext,numUnits++);
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for(psDroid = apsDroidLists[selectedPlayer], numUnits = 0; psDroid; psDroid = psDroid->psNext, numUnits++) {}
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for(psDroid = mission.apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext, numUnits++) {}
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maxi = MAX(missionData.unitsBuilt, missionData.strBuilt);
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maxi = MAX(maxi, numUnits);
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@ -1535,8 +1535,7 @@ BOOL scrSkLocateEnemy(void)
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|| psStruct->pStructureType->type == REF_CYBORG_FACTORY
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|| psStruct->pStructureType->type == REF_VTOL_FACTORY
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);
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psStruct=psStruct->psNext);
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psStruct = psStruct->psNext) {}
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// set the x and y accordingly..
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if(psStruct)
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@ -2768,7 +2768,7 @@ static BOOL structPlaceDroid(STRUCTURE *psStructure, DROID_TEMPLATE *psTempl,
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for(psFlag = apsFlagPosLists[psFact->psAssemblyPoint->player];
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!( (psFlag->factoryInc == psFact->psAssemblyPoint->factoryInc) // correct fact.
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&&(psFlag->factoryType == factoryType)); // correct type
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psFlag = psFlag->psNext);
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psFlag = psFlag->psNext) {}
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if (isVtolDroid(psNewDroid))
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{
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