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A few bug fixes and arious warning fixes: unused code/variables, out of order initializations, ...

Frank Zago 15 年之前
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dbe38a7062

+ 2 - 2
client/CAdvmapInterface.cpp

@@ -429,7 +429,7 @@ void CMinimap::show( SDL_Surface * to )
 }
 
 CTerrainRect::CTerrainRect()
-	:currentPath(NULL), curHoveredTile(-1,-1,-1)
+	:curHoveredTile(-1,-1,-1), currentPath(NULL)
 {
 	tilesw=(ADVOPT.advmapW+31)/32;
 	tilesh=(ADVOPT.advmapH+31)/32;
@@ -2116,4 +2116,4 @@ CAdventureOptions::~CAdventureOptions()
 void CAdventureOptions::showScenarioInfo()
 {
 	GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
-}
+}

+ 9 - 10
client/CBattleInterface.cpp

@@ -136,7 +136,7 @@ void CDummyAnim::endAnim()
 	delete this;
 }
 
-CDummyAnim::CDummyAnim(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), howMany(howManyFrames), counter(0)
+CDummyAnim::CDummyAnim(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
 {
 }
 
@@ -441,7 +441,7 @@ void CReverseAnim::endAnim()
 }
 
 CReverseAnim::CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority)
-: CBattleStackAnimation(_owner, stack), partOfAnim(1), hex(dest), secondPartSetup(false), priority(_priority)
+: CBattleStackAnimation(_owner, stack), partOfAnim(1), secondPartSetup(false), hex(dest), priority(_priority)
 {
 }
 
@@ -514,8 +514,6 @@ bool CDefenceAnim::init()
 	}
 
 	//initializing
-	int maxLen = 0;
-		
 	if(killed)
 	{
 		CGI->soundh->playSound(battle_sound(attacked->type, killed));
@@ -1095,10 +1093,11 @@ void CBattleInterface::addNewAnim(CBattleAnimation * anim)
 }
 
 CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
-	: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), stackToActivate(-1),
-	  mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
-	  spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0),
-	  moveStarted(false), moveSh(-1), siegeH(NULL), bresult(NULL), queue(NULL), attackerInt(att), defenderInt(defen), curInt(att)
+	: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), 
+	  activeStack(-1), stackToActivate(-1), mouseHoveredStack(-1), previouslyHoveredHex(-1),
+	  currentlyHoveredHex(-1), spellDestSelectMode(false), spellToCast(NULL), siegeH(NULL),
+	  attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), givenCommand(NULL),
+	  myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
 {
 	ObjectConstruction h__l__p(this);
 
@@ -4009,7 +4008,7 @@ void CBattleOptionsWindow::bExitf()
 std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
 
 CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
-: town(siegeTown), owner(_owner)
+  : owner(_owner), town(siegeTown)
 {
 	for(int g=0; g<ARRAY_COUNT(walls); ++g)
 	{
@@ -4220,7 +4219,7 @@ void CStackQueue::StackBox::setStack( const CStack *nStack )
 }
 
 CStackQueue::StackBox::StackBox(SDL_Surface *BG)
-:bg(BG), my(NULL)
+ :my(NULL), bg(BG)
 {
 	if(bg)
 	{

+ 1 - 1
client/CCreatureAnimation.cpp

@@ -43,7 +43,7 @@ CCreatureAnimation::CCreatureAnimation(std::string name) : internalFrame(0), onc
 
 	//init anim data
 	int i,j, totalInBlock;
-	char Buffer[13];
+
 	defName=name;
 	i = 0;
 	DEFType = readNormalNr<4>(i,FDef); i+=4;

+ 1 - 1
client/CGameInfo.h

@@ -30,7 +30,7 @@ class CCursorHandler;
 class CGameState;
 class CVideoPlayer;
 
-class Mapa;
+struct Mapa;
 
 /*
 	CGameInfo class

+ 2 - 2
client/CMessage.cpp

@@ -396,8 +396,8 @@ SDL_Surface * CMessage::drawBoxTextBitmapSub( int player, std::string text, SDL_
 void CMessage::drawIWindow(CInfoWindow * ret, std::string text, int player)
 {
 	SDL_Surface * _or = NULL;
-	const Font &f = *graphics->fonts[FONT_MEDIUM];
-	int fontHeight = f.height;
+	//const Font &f = *graphics->fonts[FONT_MEDIUM];
+	//int fontHeight = f.height;
 
 	if(dynamic_cast<CSelWindow*>(ret)) //it's selection window, so we'll blit "or" between components
 		_or = FNT_RenderText(FONT_MEDIUM,CGI->generaltexth->allTexts[4],zwykly);

+ 5 - 5
client/CPlayerInterface.cpp

@@ -329,10 +329,10 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
 	if (directlyAttackingCreature) {
 		// Get direction to attacker.
 		int3 posOffset = details.attackedFrom - details.end + int3(2, 1, 0);
-		const ui8 dirLookup[3][3] = {
-			1, 2, 3,
-			8, 0, 4,
-			7, 6, 5
+		static const ui8 dirLookup[3][3] = {
+			{ 1, 2, 3 },
+			{ 8, 0, 4 },
+			{ 7, 6, 5 }
 		};
 		// FIXME: Avoid const_cast, make moveDir mutable in some other way?
 		const_cast<CGHeroInstance *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
@@ -2110,4 +2110,4 @@ CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
 {
 	spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
 	spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
-}
+}

+ 6 - 4
client/CPreGame.cpp

@@ -349,7 +349,8 @@ void CGPreGame::update()
 }
 
 CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map<ui32, std::string> *Names /*= NULL*/)
-	: ISelectionScreenInfo(Names), serv(NULL), ongoingClosing(false), serverHandlingThread(NULL), myNameID(255), mx(new boost::recursive_mutex)
+	: ISelectionScreenInfo(Names), serverHandlingThread(NULL), mx(new boost::recursive_mutex),
+	  serv(NULL), ongoingClosing(false), myNameID(255)
 {
 	screenType = Type;
 	multiPlayer = MultiPlayer;
@@ -1397,7 +1398,8 @@ void CChatBox::addNewMessage(const std::string &text)
 }
 
 InfoCard::InfoCard( bool Network )
-: difficulty(NULL), sizes(NULL), sFlags(NULL), bg(NULL), chatOn(false), chat(NULL), network(Network), playerListBg(NULL)
+  : bg(NULL), network(Network), chatOn(false), chat(NULL), playerListBg(NULL),
+	difficulty(NULL), sizes(NULL), sFlags(NULL)
 {
 	OBJ_CONSTRUCTION;
 	pos.x += 393;
@@ -2018,7 +2020,7 @@ void OptionsTab::flagPressed( int color )
 }
 
 OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
-:s(S), pi(SEL->current->mapHeader->players[S.color])
+ : pi(SEL->current->mapHeader->players[S.color]), s(S)
 {
 	OBJ_CONSTRUCTION;
 	defActions |= SHARE_POS;
@@ -3346,4 +3348,4 @@ void StartWithCurrentSettings::apply(CSelectionScreen *selScreen)
 	GH.popInt(GH.topInt()); //only deactivate main menu screen
 	::startGame(startingInfo.sInfo, startingInfo.serv);
 	throw 666; //EVIL, EVIL, EVIL workaround to kill thread (does "goto catch" outside listening loop)
-}
+}

+ 3 - 3
client/CPreGame.h

@@ -18,7 +18,7 @@
  *
  */
 
-struct CMusicHandler;
+class CMusicHandler;
 class CMapHeader;
 class CCampaignHeader;
 class CTextInput;
@@ -27,8 +27,8 @@ class CGStatusBar;
 class CTextBox;
 class CCampaignState;
 class CConnection;
-class CPackForSelectionScreen;
-class PlayerInfo;
+struct CPackForSelectionScreen;
+struct PlayerInfo;
 
 namespace boost{ class thread; class recursive_mutex;}
 

+ 1 - 2
client/Client.cpp

@@ -241,7 +241,6 @@ void CClient::loadGame( const std::string & fname )
 
 	timeHandler tmh;
 	{
-		ui32 ver;
 		char sig[8];
 		CMapHeader dum;
 		CGI->mh = new CMapHandler();
@@ -600,4 +599,4 @@ CConnection * CServerHandler::justConnectToServer(const std::string &host, const
 		}
 	}
 	return ret;
-}
+}

+ 1 - 1
client/GUIBase.h

@@ -50,7 +50,7 @@ template <typename T> struct CondSh;
 class CInGameConsole;
 class CGarrisonInt;
 class CInGameConsole;
-class Component;
+struct Component;
 class CArmedInstance;
 class CGTownInstance;
 class StackState;

+ 1 - 1
client/GUIClasses.cpp

@@ -2866,7 +2866,7 @@ std::vector<int> *CTradeWindow::getItemsIds(bool Left)
 		{
 		case PLAYER:
 			ids = new std::vector<int>;
-			for(int i = 0, found = 0; i < PLAYER_LIMIT; i++)
+			for(int i = 0; i < PLAYER_LIMIT; i++)
 				if(i != LOCPLINT->playerID && LOCPLINT->cb->getPlayerStatus(i) == PlayerState::INGAME)
 					ids->push_back(i);
 			break;

+ 1 - 1
client/GUIClasses.h

@@ -53,7 +53,7 @@ template <typename T> struct CondSh;
 class CInGameConsole;
 class CGarrisonInt;
 class CInGameConsole;
-class Component;
+struct Component;
 class CArmedInstance;
 class CGTownInstance;
 class StackState;

+ 9 - 8
client/mapHandler.cpp

@@ -825,11 +825,12 @@ bool CMapHandler::printObject(const CGObjectInstance *obj)
 		processDef(obj->defInfo);
 
 	const SDL_Surface *bitmap = obj->defInfo->handler->ourImages[0].bitmap;
-	int tilesW = bitmap->w/32,
-		tilesH = bitmap->h/32;
-	for(int fx=0; fx<bitmap->w/32; ++fx)
+	const int tilesW = bitmap->w/32;
+	const int tilesH = bitmap->h/32;
+
+	for(int fx=0; fx<tilesW; ++fx)
 	{
-		for(int fy=0; fy<bitmap->h/32; ++fy)
+		for(int fy=0; fy<tilesH; ++fy)
 		{
 			SDL_Rect cr;
 			cr.w = 32;
@@ -837,9 +838,9 @@ bool CMapHandler::printObject(const CGObjectInstance *obj)
 			cr.x = fx*32;
 			cr.y = fy*32;
 			std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj, cr);
-			if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frameW && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frameH)
+			if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)
 			{
-				TerrainTile2 & curt = ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z];
+				TerrainTile2 & curt = ttiles[obj->pos.x + fx - tilesW+1][obj->pos.y + fy - tilesH+1][obj->pos.z];
 
 				std::vector< std::pair<const CGObjectInstance*,SDL_Rect> >::iterator i = curt.objects.begin();
 				for(; i != curt.objects.end(); i++)
@@ -857,8 +858,8 @@ bool CMapHandler::printObject(const CGObjectInstance *obj)
 					curt.objects.insert(i, toAdd);
 			}
 
-		} // for(int fy=0; fy<bitmap->h/32; ++fy)
-	} //for(int fx=0; fx<bitmap->w/32; ++fx)
+		} // for(int fy=0; fy<tilesH; ++fy)
+	} //for(int fx=0; fx<tilesW; ++fx)
 	return true;
 }
 

+ 3 - 0
hch/CDefHandler.cpp

@@ -16,6 +16,7 @@
  *
  */
 
+#ifdef unused
 static long long pow(long long a, int b)
 {
 	if (!b) return 1;
@@ -24,6 +25,8 @@ static long long pow(long long a, int b)
 		a*=c;
 	return a;
 }
+#endif
+
 CDefHandler::CDefHandler()
 {
 	notFreeImgs = false;

+ 3 - 3
hch/CObjectHandler.cpp

@@ -2193,7 +2193,7 @@ void CGTownInstance::newTurn() const
 					int n, i = rand() % std::min (ARMY_SIZE, cb->getDate(3)<<1);	
 					{//no lower tiers or above current month
 
-						if (n = getSlotFor(town->basicCreatures[i], ARMY_SIZE));
+						if ((n = getSlotFor(town->basicCreatures[i], ARMY_SIZE)))
 						{ 
 							SetGarrisons sg;
 							sg.garrs[id] = getArmy();
@@ -6183,10 +6183,10 @@ int3 IBoatGenerator::bestLocation() const
 	std::vector<int3> offsets;
 	getOutOffsets(offsets);
 
-	TerrainTile *tile;
 	for (int i = 0; i < offsets.size(); ++i)
 	{
-		if (tile = IObjectInterface::cb->getTile(o->pos + offsets[i])) //tile is in the map 
+		TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offsets[i]);
+		if (tile) //tile is in the map
 		{
 			if (tile->tertype == TerrainTile::water  &&  (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
 				return o->pos + offsets[i];

+ 1 - 1
hch/CObjectHandler.h

@@ -24,7 +24,7 @@
  */
 
 struct MetaString;
-class BattleInfo;
+struct BattleInfo;
 class IGameCallback;
 struct BattleResult;
 class CCPPObjectScript;

+ 7 - 7
lib/CGameState.cpp

@@ -1061,8 +1061,8 @@ int CGameState::pickHero(int owner)
 	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
 	if(!map->getHero(h = ps.hero,0)  &&  h>=0) //we haven't used selected hero
 		return h;
-	int f = ps.castle;
 	int i=0;
+
 	do //try to find free hero of our faction
 	{
 		i++;
@@ -1666,7 +1666,6 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
 				continue;
 			}
 			CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
-			CGHeroInstance * substitution = NULL;
 
 			if(hp->subID != 0xFF) //select by type
 			{
@@ -1699,7 +1698,6 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
 				continue;
 			}
 			CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
-			CGHeroInstance * substitution = NULL;
 
 			if (hp->subID == 0xFF) //select by power
 			{
@@ -2023,7 +2021,9 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
 		}
 		while(vti->possibleSpells.size())
 		{
-			ui32 total=0, sel=-1;
+			ui32 total=0;
+			int sel = -1;
+
 			for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
 				total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 			int r = (total)? ran()%total : -1;
@@ -4277,7 +4277,7 @@ si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
 		return false;
 	}
 	const CStack * stack = getStack(stackID);
-	if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY));
+	if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
 	{
 		return false;
 	}
@@ -4486,8 +4486,8 @@ CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
 }
 
 PlayerState::PlayerState() 
- : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0),
- enteredLosingCheatCode(0), enteredWinningCheatCode(0)
+ : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0), 
+   enteredLosingCheatCode(0), status(INGAME), daysWithoutCastle(0)
 {
 
 }

+ 2 - 2
lib/CMapInfo.h

@@ -4,7 +4,7 @@
 
 class CMapHeader;
 class CCampaignHeader;
-class StartInfo;
+struct StartInfo;
 
 
 class DLL_EXPORT CMapInfo
@@ -32,4 +32,4 @@ public:
 		h & mapHeader & campaignHeader & scenarioOpts & filename & lodCmpgn & date & playerAmnt & humenPlayers;
 		h & actualHumanPlayers;
 	}
-};
+};

+ 1 - 1
lib/Connection.h

@@ -30,7 +30,7 @@ class CGameState;
 class CCreature;
 class LibClasses;
 class CHero;
-class CPack;
+struct CPack;
 extern DLL_EXPORT LibClasses * VLC;
 namespace mpl = boost::mpl;
 

+ 3 - 2
lib/HeroBonus.cpp

@@ -105,7 +105,7 @@ namespace HHLP
 	{
 	public:
 		Bonus::BonusSource src;
-		SourceComp(Bonus::BonusSource _src) : src(src)
+		SourceComp(Bonus::BonusSource _src) : src(_src)
 		{
 		}
 		bool operator()(const Bonus & bon)
@@ -186,7 +186,8 @@ Bonus * CBonusSystemNode::getBonus(const CSelector &selector)
 	getParents (parents, this);
 	BOOST_FOREACH (CBonusSystemNode *pname, parents)
 	{
-		if(ret = pname->getBonus(selector))
+		ret = pname->getBonus(selector);
+		if (ret)
 			return ret;
 	}
 

+ 2 - 5
server/CGameHandler.cpp

@@ -1198,7 +1198,6 @@ void CGameHandler::newTurn()
 			for (int i = 0; i < amount; ++i)
 			{
 				tile = tiles.begin();
-				TerrainTile *tinfo = &gs->map->terrain[tile->x][tile->y][tile->z];
 				NewObject no;
 				no.ID = 54; //creature
 				no.subID= n.creatureid;
@@ -1214,7 +1213,6 @@ void CGameHandler::newTurn()
 
 		for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
 		{
-			ui8 player = (*j)->tempOwner;
 			SetAvailableCreatures sac;
 			sac.tid = (**j).id;
 			sac.creatures = (**j).creatures;
@@ -4640,7 +4638,6 @@ void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInst
 bool CGameHandler::buildBoat( ui32 objid )
 {
 	const IShipyard *obj = IShipyard::castFrom(getObj(objid));
-	int boatType = 1; 
 
 	if(obj->state())
 	{
@@ -4788,7 +4785,7 @@ void CGameHandler::checkLossVictory( ui8 player )
 
 void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
 {
-	const PlayerState *p = gs->getPlayer(player);
+//	const PlayerState *p = gs->getPlayer(player);
 // 	if(!p->human)
 // 		return; //AI doesn't need text info of loss
 
@@ -4971,7 +4968,7 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
 				int spellID = sf.subtype;
 				int spellLevel = sf.val;
 				int chance = sf.additionalInfo % 1000;
-				int meleeRanged = sf.additionalInfo / 1000;
+				//int meleeRanged = sf.additionalInfo / 1000;
 				int destination = oneOfAttacked->position;
 				//check if spell should be casted (probability handling)
 				if( rand()%100 >= chance )

+ 2 - 3
server/CVCMIServer.cpp

@@ -60,8 +60,8 @@ static void vaccept(tcp::acceptor *ac, tcp::socket *s, boost::system::error_code
 
 
 CPregameServer::CPregameServer(CConnection *Host, TAcceptor *Acceptor /*= NULL*/)
-	: host(Host), state(RUNNING), acceptor(Acceptor), upcomingConnection(NULL), curmap(NULL), listeningThreads(0),
-	  curStartInfo(NULL)
+	: host(Host), listeningThreads(0), acceptor(Acceptor), upcomingConnection(NULL),
+	  curmap(NULL), curStartInfo(NULL), state(RUNNING)
 {
 	initConnection(host);
 }
@@ -458,7 +458,6 @@ void CVCMIServer::loadGame()
 	c >> clients >> fname; //how many clients should be connected - TODO: support more than one
 
 	{
-		ui32 ver;
 		char sig[8];
 		CMapHeader dum;
 		StartInfo *si;

+ 1 - 1
server/CVCMIServer.h

@@ -17,7 +17,7 @@
 class CMapInfo;
 
 class CConnection;
-class CPackForSelectionScreen;
+struct CPackForSelectionScreen;
 class CGameHandler;
 
 namespace boost