From d3e489e9863e75100dbbd5404badab92fcec69a5 Mon Sep 17 00:00:00 2001 From: Sryder Date: Sun, 7 Oct 2018 15:35:54 +0100 Subject: [PATCH] Fix the mixed declaration and code warnings that only don't appear currently because of a tiny Makefile issue. --- src/hu_stuff.c | 99 ++++++++++++++++++++++++++--------------------- src/k_kart.c | 17 ++++---- src/lua_baselib.c | 13 ++++--- src/p_enemy.c | 6 +-- 4 files changed, 74 insertions(+), 61 deletions(-) diff --git a/src/hu_stuff.c b/src/hu_stuff.c index e503e2a6..7080ab6a 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -465,6 +465,7 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags) { // what we're gonna do now is check if the node exists // with that logic, characters 4 and 5 are our numbers: + const char *newmsg; int spc = 1; // used if nodenum[1] is a space. char *nodenum = (char*) malloc(3); strncpy(nodenum, msg+3, 5); @@ -503,7 +504,7 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags) return; } buf[0] = target; - const char *newmsg = msg+5+spc; + newmsg = msg+5+spc; memcpy(msg, newmsg, 252); } @@ -567,10 +568,10 @@ static void Command_Sayteam_f(void) CONS_Alert(CONS_NOTICE, M_GetText("Dedicated servers can't send team messages. Use \"say\".\n")); return; } - + if (G_GametypeHasTeams()) // revert to normal say if we don't have teams in this gametype. DoSayCommand(-1, 1, 0); - else + else DoSayCommand(0, 1, 0); } @@ -607,6 +608,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) char *msg; boolean action = false; char *ptr; + int spam_eatmsg = 0; CONS_Debug(DBG_NETPLAY,"Received SAY cmd from Player %d (%s)\n", playernum+1, player_names[playernum]); @@ -653,8 +655,6 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) } } - int spam_eatmsg = 0; - // before we do anything, let's verify the guy isn't spamming, get this easier on us. //if (stop_spamming_you_cunt[playernum] != 0 && cv_chatspamprotection.value && !(flags & HU_CSAY)) @@ -721,7 +721,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) // player is a spectator? if (players[playernum].spectator) - { + { cstart = "\x86"; // grey name textcolor = "\x86"; } @@ -731,12 +731,12 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) { cstart = "\x85"; textcolor = "\x85"; - } + } else // blue { cstart = "\x84"; textcolor = "\x84"; - } + } } else { @@ -775,7 +775,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) cstart = "\x89"; // V_LAVENDERMAP } prefix = cstart; - + // Give admins and remote admins their symbols. if (playernum == serverplayer) tempchar = (char *)Z_Calloc(strlen(cstart) + strlen(adminchar) + 1, PU_STATIC, NULL); @@ -883,7 +883,7 @@ static inline boolean HU_keyInChatString(char *s, char ch) { if (s[m]) s[m+1] = (s[m]); - + if (m < 1) break; // fix the chat going ham if your replace the first character. (For whatever reason this didn't happen in vanilla????) } @@ -896,9 +896,10 @@ static inline boolean HU_keyInChatString(char *s, char ch) } else if (ch == KEY_BACKSPACE) { + size_t i; if (c_input <= 0) return false; - size_t i = c_input; + i = c_input; if (!s[i-1]) return false; @@ -951,12 +952,14 @@ static void HU_queueChatChar(INT32 c) char buf[2+256]; size_t ci = 2; char *msg = &buf[2]; + size_t i; + INT32 target = 0; do { c = w_chat[-2+ci++]; if (!c || (c >= ' ' && !(c & 0x80))) // copy printable characters and terminating '\0' only. buf[ci-1]=c; } while (c); - size_t i = 0; + i = 0; for (;(i 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm { + int spc; + char *nodenum; + const char *newmsg; // what we're gonna do now is check if the node exists // with that logic, characters 4 and 5 are our numbers: @@ -983,8 +987,8 @@ static void HU_queueChatChar(INT32 c) return; } - int spc = 1; // used if nodenum[1] is a space. - char *nodenum = (char*) malloc(3); + spc = 1; // used if nodenum[1] is a space. + nodenum = (char*) malloc(3); strncpy(nodenum, msg+3, 5); // check for undesirable characters in our "number" if (((nodenum[0] < '0') || (nodenum[0] > '9')) || ((nodenum[1] < '0') || (nodenum[1] > '9'))) @@ -1021,7 +1025,7 @@ static void HU_queueChatChar(INT32 c) return; } // we need to get rid of the /pm - const char *newmsg = msg+5+spc; + newmsg = msg+5+spc; memcpy(msg, newmsg, 255); } if (ci > 3) // don't send target+flags+empty message. @@ -1056,12 +1060,12 @@ static boolean justscrolledup; boolean HU_Responder(event_t *ev) { INT32 c=0; - + if (ev->type != ev_keydown) return false; // only KeyDown events now... - + if (!chat_on) { // enter chat mode @@ -1086,7 +1090,7 @@ boolean HU_Responder(event_t *ev) } else // if chat_on { - + // Ignore modifier keys // Note that we do this here so users can still set // their chat keys to one of these, if they so desire. @@ -1117,14 +1121,16 @@ boolean HU_Responder(event_t *ev) if (((c == 'v' || c == 'V') && ctrldown) && !CHAT_MUTE) { const char *paste = I_ClipboardPaste(); + size_t chatlen; + size_t pastelen; // create a dummy string real quickly if (paste == NULL) return true; - size_t chatlen = strlen(w_chat); - size_t pastelen = strlen(paste); + chatlen = strlen(w_chat); + pastelen = strlen(paste); if (chatlen+pastelen > HU_MAXMSGLEN) return true; // we can't paste this!! @@ -1258,9 +1264,6 @@ INT16 chatx = 13, chaty = 169; // let's use this as our coordinates, shh static void HU_drawMiniChat(void) { - if (!chat_nummsg_min) - return; // needless to say it's useless to do anything if we don't have anything to draw. - INT32 x = chatx+2; INT32 charwidth = 4, charheight = 6; INT32 dx = 0, dy = 0; @@ -1269,6 +1272,10 @@ static void HU_drawMiniChat(void) INT32 msglines = 0; // process all messages once without rendering anything or doing anything fancy so that we know how many lines each message has... + INT32 y; + + if (!chat_nummsg_min) + return; // needless to say it's useless to do anything if we don't have anything to draw. for (; i>0; i--) { @@ -1284,10 +1291,10 @@ static void HU_drawMiniChat(void) { ++j; if (!prev_linereturn) - { + { linescount += 1; dx = 0; - } + } prev_linereturn = true; continue; } @@ -1316,7 +1323,7 @@ static void HU_drawMiniChat(void) msglines += linescount+1; } - INT32 y = chaty - charheight*(msglines+1) - (cv_kartspeedometer.value ? 16 : 0); + y = chaty - charheight*(msglines+1) - (cv_kartspeedometer.value ? 16 : 0); dx = 0; dy = 0; i = 0; @@ -1339,10 +1346,10 @@ static void HU_drawMiniChat(void) { ++j; if (!prev_linereturn) - { + { dy += charheight; dx = 0; - } + } prev_linereturn = true; continue; } @@ -1509,36 +1516,36 @@ static void HU_DrawChat(void) t = 0x400; // Blue #endif } - + if (CHAT_MUTE) { talk = mute; typelines = 1; cflag = V_GRAYMAP; // set text in gray if chat is muted. - } - + } + V_DrawFillConsoleMap(chatx, y-1, cv_chatwidth.value, (typelines*charheight), 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); - + while (talk[i]) { if (talk[i] < HU_FONTSTART) ++i; else - { + { V_DrawChatCharacter(chatx + c + 2, y, talk[i] |V_SNAPTOBOTTOM|V_SNAPTOLEFT|cflag, !cv_allcaps.value, V_GetStringColormap(talk[i]|cflag)); i++; - } + } c += charwidth; } - + // if chat is muted, just draw the log and get it over with: if (CHAT_MUTE) - { + { HU_drawChatLog(0); return; - } - + } + i = 0; typelines = 1; @@ -1581,24 +1588,25 @@ static void HU_DrawChat(void) // handle /pm list. if (strnicmp(w_chat, "/pm", 3) == 0 && vid.width >= 400 && !teamtalk) // 320x200 unsupported kthxbai { - i = 0; INT32 count = 0; INT32 p_dispy = chaty - charheight -1; + i = 0; for(i=0; (i '9'))) || ((w_chat[4] != 0) && (((w_chat[4] < '0') || (w_chat[4] > '9'))))) && (w_chat[4] != ' ')) break; - char *nodenum = (char*) malloc(3); + nodenum = (char*) malloc(3); strncpy(nodenum, w_chat+3, 4); - UINT32 n = atoi((const char*) nodenum); // turn that into a number + n = atoi((const char*) nodenum); // turn that into a number // special cases: if ((n == 0) && !(w_chat[4] == '0')) @@ -2164,6 +2172,7 @@ void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext) UINT8 barcolor = 128; // color we use for the bars (green, yellow or red) SINT8 i = 0; SINT8 yoffset = 6; + INT32 dx; if (ping < 128) { numbars = 3; @@ -2175,7 +2184,7 @@ void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext) barcolor = 103; } - INT32 dx = x+1 - (V_SmallStringWidth(va("%dms", ping), V_ALLOWLOWERCASE)/2); + dx = x+1 - (V_SmallStringWidth(va("%dms", ping), V_ALLOWLOWERCASE)/2); if (!notext || vid.width >= 640) // how sad, we're using a shit resolution. V_DrawSmallString(dx, y+4, V_ALLOWLOWERCASE, va("%dms", ping)); diff --git a/src/k_kart.c b/src/k_kart.c index b37c8f49..d369c1d0 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -2850,24 +2850,25 @@ static void K_DoThunderShield(player_t *player) int i = 0; fixed_t sx; fixed_t sy; - + angle_t an; + S_StartSound(player->mo, sfx_zio3); //player->kartstuff[k_thunderanim] = 35; P_NukeEnemies(player->mo, player->mo, RING_DIST/4); - + // spawn vertical bolt mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_LZIO11); mo->color = SKINCOLOR_TEAL; mo->scale = player->mo->scale*3 + (player->mo->scale/2); - + mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK); P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_LZIO21); mo->color = SKINCOLOR_CYAN; mo->scale = player->mo->scale*3 + (player->mo->scale/2); - + // spawn horizontal bolts; for (i=0; i<7; i++) { @@ -2877,9 +2878,9 @@ static void K_DoThunderShield(player_t *player) P_SetTarget(&mo->target, player->mo); P_SetMobjState(mo, S_KLIT1); } - - // spawn the radius thing: - angle_t an = ANGLE_22h; + + // spawn the radius thing: + an = ANGLE_22h; for (i=0; i<15; i++) { sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT)); @@ -7235,7 +7236,7 @@ static void K_drawDistributionDebugger(void) if (stplyr != &players[displayplayer]) // only for p1 return; - // The only code duplication from the Kart, just to avoid the actual item function from calculating pingame twice + // The only code duplication from the Kart, just to avoid the actual item function from calculating pingame twice for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) diff --git a/src/lua_baselib.c b/src/lua_baselib.c index 2d287d0f..240db71c 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -92,9 +92,10 @@ static int lib_print(lua_State *L) static int lib_chatprint(lua_State *L) { const char *str = luaL_checkstring(L, 1); // retrieve string + int len; if (str == NULL) // error if we don't have a string! return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("chatprint")); - int len = strlen(str); + len = strlen(str); if (len > 255) // string is too long!!! return luaL_error(L, "String exceeds the 255 characters limit of the chat buffer."); @@ -113,19 +114,21 @@ static int lib_chatprintf(lua_State *L) { int n = lua_gettop(L); /* number of arguments */ player_t *plr; + const char *str; + int len; if (n < 2) return luaL_error(L, "chatprintf requires at least two arguments: player and text."); - + plr = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); // retrieve player if (!plr) return LUA_ErrInvalid(L, "player_t"); if (plr != &players[consoleplayer]) return 0; - - const char *str = luaL_checkstring(L, 2); // retrieve string + + str = luaL_checkstring(L, 2); // retrieve string if (str == NULL) // error if we don't have a string! return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("chatprintf")); - int len = strlen(str); + len = strlen(str); if (len > 255) // string is too long!!! return luaL_error(L, "String exceeds the 255 characters limit of the chat buffer."); diff --git a/src/p_enemy.c b/src/p_enemy.c index 7cdc354d..a9871ab7 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -8318,13 +8318,13 @@ void A_BallhogExplode(mobj_t *actor) // Dumb simple function that gives a mobj its target's momentums without updating its angle. void A_LightningFollowPlayer(mobj_t *actor) { + fixed_t sx, sy; #ifdef HAVE_BLUA if (LUA_CallAction("A_LightningFollowPlayer", actor)) return; #endif - fixed_t sx, sy; if (actor->target) - { + { if (actor->extravalue1) // Make the radius also follow the player somewhat accuratly { sx = actor->target->x + FixedMul((actor->target->scale*actor->extravalue1), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT)); @@ -8333,7 +8333,7 @@ void A_LightningFollowPlayer(mobj_t *actor) } else // else just teleport to player directly P_TeleportMove(actor, actor->target->x, actor->target->y, actor->target->z); - + actor->momx = actor->target->momx; actor->momy = actor->target->momy; actor->momz = actor->target->momz; // Give momentum since we don't teleport to our player literally every frame.